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Quoth The Raven

#21
Front Matter

Quoth the Raven #21

This product is a work of fiction.


Names of characters, locations, businesses, races, cultures, and events are either the products
of the authors’ imagination or are used in a fictitious manner. Any resemblance to real persons,
living or dead, actual events, or places is purely coincidental.

No ravens were harmed in the writing of this book.

All articles and content are copyright © 2014 and the property of their respective writers or the
Fraternity of Shadows

The Fraternity of Shadows gives permission to print or photocopy this work for person
Table of Contents
Quoth The Raven #21.................................................................................................................................... 0
Front Matter ..................................................................................................................................................... 1
Table of Contents ........................................................................................................................................... 2
Introduction ...................................................................................................................................................... 3
The Criminal Rings of Nova Vaasa ............................................................................................................ 4
To Granny’s House ...................................................................................................................................... 14
Nora Metzenger .......................................................................................................................................... 22
The Missing Piece ..........................................................................................................................................27
Song of the Cypress .................................................................................................................................... 34
Scalies of the Sea of Sorrows.................................................................................................................... 44
Sennentuntschi ...............................................................................................................................................53
Ol’ Reaper ....................................................................................................................................................... 55
The Eternal Smith ......................................................................................................................................... 60
Dark Shadows ................................................................................................................................................. 67
Sour Ground ..................................................................................................................................................77
The Clay of Heroes ...................................................................................................................................... 83
Mikhail .............................................................................................................................................................92
Heart of the World...................................................................................................................................... 94
The Domain of the Endless Word............................................................................................................ 114
Demise ............................................................................................................................................................ 139
Fey Lost ......................................................................................................................................................... 175
Credits............................................................................................................................................................ 186
Legal................................................................................................................................................................ 187
Back Cover.................................................................................................................................................... 188
Introduction
"Change, my dear. And it seems not a moment too soon"
-The Doctor

Welcome to the twenty-first issue of Quoth the Raven, the online net magazine for
Ravenloft and Gothic Earth. This magazine has been a labor of love, produced by fans
of Ravenloft who crave a vehicle for new adventures in the Mist.
Nice to see you again, and hello it's a pleasure to meet you.

This is a new start for Quoth the Raven. For the past twelve years and twenty
issues, Quoth the Raven has been the work of Stephen Sutton (aka ScS of the
Fraternity of Shadows). From the magazine's early days of being a straight Word
document to the more recent tome-like PDFs, ScS has been the guiding force.
Sadly, ScS decided issue 20 was his final issue of Quoth the Raven. We thank ScS
for all his time, hard work, dedication (Vecna know it wasn't always easy putting up
with the rest of us). And so issue 21 is a new start, with David Gibson (aka Jester of the
Fraternity of Shadows) taking up the task of making Quoth the Raven. During the
tenure of ScS the netbook improved issue after issue, and Jester David has big shoes to
fill.

Issue 21 is themed "dark desires" and features almost 200 pages of Ravenloft
content. It also contains another Sea of Sorrows FoS Report, this time on the island of
Demise. We also begin a new series revisiting old domains,

We hope you enjoy.

-"Jester" David Gibson


October, 2014
The Criminal Rings
of Nova Vaasa
Ravenloft Revisited
Written and Illustrated by Eleanor “Isabella” Ferron
rinatheelf@gmail.com

considered anathema to the church, as they


The Nova Vaasan are attempting to hide their divine
punishment from the pious. The result of
Underworld this is a dedicated criminal "caste" - a group
of people in Vaasi society that have no
Given the Iron Faith's prohibitive bans on means to survive except through a criminal
gambling, opium, subversive literature, lifestyle.
magic, and prostitution, as well as the stiff Although the core of the criminal class
tariffs on the export of horseflesh and is made of the disfigured and the inhuman,
restrictions on the sale of alcohol, it's not the underworld is teeming with Nova
surprising that a criminal underworld has Vaasans from every walk of life. Some have
exploded in Nova Vaasa's cities. The domain been disenfranchised by the nobility; some
is simply too large to be effectively policed, are in it for the thrill; some in it due to
and the noble families keep their power addictions and debts; still others are in it for
centralized for fear of spreading themselves the money. Crime is one of the only ways to
too thin. Bandits ride openly along the rural get ahead in a land choked by oppression
steppes, and smugglers run every and corruption. The criminals put on a great
commodity imaginable across the Vaasi face of being noble brothers refusing to aid
borders. But the Lawgiver's dogma adds to a tyrannical government, citing a thieves'
the criminal class in another way: anyone code to live by and a camaraderie between
who is possessed of moral degeneracy is all thieves. In truth, the criminals kill each
believed to also be cursed by physical other more often than they kill lawmen, and
degeneracy. Thus, those with physical the nobility is so corrupt that there is often
deformities, disfiguring diseases, or little to differentiate the criminal from the
transformative magical curses are shunned legitimate. Smugglers bribe border guards
as immoral. Criminals are often branded or to carry on business, criminals often have
tattooed as punishment, so that their crimes nobles and priests on their payrolls, and
have a physical marker on their flesh. All lawmen are given a cut of illegal proceeds
demihuman races are seen as being from gangs in their area. Many criminals
physically altered by the Lawgiver's have taken over large chunks of the
displeasure; and shapeshifters are government, and it's not uncommon for

4
criminal groups to own large swaths of relevant skills they might have. In time,
legitimate businesses. however, the criminals began to tattoo
Despite this congruence of the criminal themselves as well, learning techniques
and the legitimate, most of Vaasi criminal from Hazlani travelers and making inks from
culture is built around thumbing their nose alchemical reagents. Criminal tattoos are
at the government, and the Lawgiver in often a telltale shade of bluish grey, as ash
particular. Thieves are expected to never is the easiest pigment to obtain in exile or
cooperate with the government, nor betray prison. The tattoos are disparate but laden
their fellow thieves to any authority, though with symbolism, a secret code that only the
inter-criminal conflict is permitted and criminals seem to understand. The most
common. Criminals and those who live in common symbol is that of the cat, which
gang controlled areas are expected to turn represents a thief or a criminal. Ironically,
to criminal authorities for any trouble they religious symbols tend to be very common;
might have, not to the nobility or legitimate for instance, many criminals have the iron
lawmen. Given the nobility's general apathy spear of the Lawgiver over their heart, on
and antipathy toward the poor, this is a the back of their neck, or on their back,
demand that is both as an insult to
usually adhered to. the church and to
Though the offend any priest
criminals squeeze meting out a
as much, if not whipping or
more, money out of execution by
their communities forcing them to
than the nobles do, defile their own
they are often holy symbol. (Some
viewed slightly fearfully pious
more favorably, as nobles defer the
they also live up to punishments
their end of the altogether, a
bargain and protect reprieve for which
those who pay them. The criminal groups the criminals no doubt hope.) These tattoos
tend to be legitimately helpful to the people make up a criminal's reputation to other
they are exploiting, as it is their community criminals - if a criminal is caught boasting a
and their source of livelihood. tattoo they do not have the rights to wear,
Due to the Lawgiver's preferred it is forcibly cut off. Criminals caught
punishment for crimes and antipathy toward breaking the criminal code are also
body modification, tattoos and brands have forcefully tattooed with markers of shame,
become a particular code among the Nova in an unintentional echo of the Lawgiver's
Vaasan criminal class. At first the markings punishments.
were simply proof that the person bearing Of particular note among the criminal
them was really a criminal - no pious underworld are the Paka, a race of cat-like
adherent to the Iron Faith would shapeshifters that have an affinity for the
deliberately disfigure themselves. It was vicious plains cats of the Nova Vaasan
also an advertisement for what crimes the steppes. The Paka bear an extreme hatred
person had committed, and thus what of the Lawgiver and most the humans of

5
Nova Vaasa, claiming an attempted unless they expect to be imprisoned or
genocide of the Paka race generations ago. exiled for life. The exception to this is
Given the Iron Faith's opinion of the Paka, Lawgiver brands, which are often placed on
this may not be an incorrect accusation - the face or hands. These brands are usually
the Lawgiver's clergy is happy to return the treated as badges of honor, as anyone who
hatred, and will brand Paka for the simple doesn't burn them off or otherwise remove
crime of their ability to shapeshift. As such, them is usually very dedicated to the
the Paka culture is completely rooted in the criminal way of life.
Nova Vaasan criminal class. Some even
claim the use of the cat as a symbol for a Common Symbols
thief is because of the Paka. Whatever the The Cat: The cat is the symbol of the
case, the near universal conscription of the thief, usually placed on a criminal after their
Paka into crime only fuels the Iron Faith's first successful endeavor. Common
self-righteousness at persecuting them, variations include the cat smoking a pipe
which in turn only fuels the Pakas' hatred of and wearing a hat, or having a collar with a
the Iron Faith. It is a cycle that is echoed club card suit or an alchemical symbol
among all the disfigured and non-human placed upon it. Married couples often both
races. have a pair of cats nuzzling tattooed on the
same spot.
Tattooing in Nova Vaasa The Plains Cat: A forward facing head
Due to the Lawgiver's preferred of a plains cat, snarling and bearing its
punishment for crimes and their antipathy fangs. Known as an oskal, or a grin, this
toward body modification, tattoos and represents the wearer "baring his teeth" at
brands have become a particular code the government, and being violently
among the Nova Vaasan criminal class. The opposed to authority.
symbols that criminals use have a series of The Dragon: While some criminals
double meanings, with seemingly innocuous wear it simply for the glamor, the dragon
or religious symbols meaning something has come to suggest a heavy involvement in
entirely different in the context of the the arcane trade, symbolizing that there are
criminal underworld. A criminal's tattoos are no magic components the bearer won't deal
his reputation, his resume - if a criminal has in.
a tattoo, they are expected to have earned Spider: A spider, usually in a web, is a
it or lived up to it. Wearing a tattoo without symbol of a drug addiction. If the spider is
having the "rights" to it will cause other downward it implies a desire to leave this
criminals to cut or burn them off. Tattoos way of life.
can also be forcefully applied if a criminal Stars: A thirteen pointed star, likely
breaks the criminal code: examples include taken from Darkon, is a symbol of authority
selling out another criminal to official among criminals. They are either placed
government authority, reneging on upon both shoulders (which means the
gambling debts, or harming children. Such criminal has never taken money from
tattoos mark the criminal as an legitimate work) or placed on both knees
"untouchable," bullied and exploited by his (which means the criminal will never kneel
own criminal brethren. The placement of before authority).
tattoos has meaning as well: for example, Scarabs: A scarab is the symbol of an
criminals almost never tattoo their face arcanist.

6
Skulls: A skull usually represents a interest in their neighboring domain's
murderer. A skull with a crown, culture. Criminals will often get tattoos of
interestingly, means the bearer has some their birth signs, assuming their birth sign is
manner of arcane or uncanny power. prestigious enough. Otherwise, they will
Religious Symbols: The Iron Church simply grab random totems to claim as their
of the Lawgiver represents that the criminal own, much to the Mulani's disdain.
has been imprisoned or exiled, with each Forced Tattoos: These tattoos are not
Iron Spire representing a year in prison. The willingly worn, but instead placed on the
Iron Spear of the Lawgiver is often worn bearer by other criminals. A tattoo of a goat
over the heart or on the back of the neck, represents an informer. A heart inside a
as some church-fearing nobles will defer triangle represents someone who has
punishment rather than defile the symbol of abused young children. Anyone who
the Lawgiver. The Shield of Ezra, or the reneges on gambling debts is given a tattoo
figure of Ezra herself, means the criminal by his fellow gamblers, which usually means
was first punished or imprisoned as a youth, they are incredibly embarrassing.
or was born in prison. There are thousands of different
Chess Knight: The symbol of the symbols and variations, depending on
horse-headed knight piece seems geography, ethnic background, or criminal
completely innocuous, but it symbolizes a group. A half-vistani might have a tattoo of
decapitated horse head and thus anti-noble tarokka cards. Wolves and werewolves are
sentiment. common among criminals who have been
Birds: Symbols of freedom. A golden magically or alchemically experimented on.
eagle represents a monster hunter. Elvish inspired tattoos are known among
Alchemical symbols: Given the smugglers in the North. In general, the
prevalence of alchemy in Nova Vaasa, they code is so complex and convoluted that only
are commonly found as criminal symbols. A criminals tend to be fluent in what any
crescent moon on a black background symbol might mean.
means the criminal is an alchemist or has
been alchemically altered. A skull with a
circle and a dot on its forehead is a warning
not to jilt the criminal in matters of money.
The alchemical symbol for Iron represents
an executioner or hitman for the criminal
authorities. S.V. (the symbol for Spirit of
Wine) is an acronym that stands for
Syekhmaa Victorious.
Card Suits: A spade is the symbol of a
killer, the club a sign of a thief. Diamonds
are used as symbols of the government,
and the hearts suit tends to be reserved
only as an insult to the bearer. A knife
through a playing card with a heart means
the bearer will kill for revenge or money.
Hazlani Symbols: Criminals tend to
be superstitious, and also hold a heavy

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Malken
Malken is the Darklord of Nova Vaasa. He is
the head of the Syekhmetskaya Circle, one
of the largest criminal rings in the Core.
Three things become quickly apparent
upon meeting Malken: the first is that he is
brilliant; the second that he is hideous; the
third that he is bitter. He has a hunched
build and twisted spine, with thick limbs and
heavy hands. Despite this, his footfalls
make almost no sound, an unsettling trait
for those he sneaks up on. His fingernails
are long, yellowed, and chipped, though
they are trimmed and filed enough to form
impromptu claws. His unruly hair and thick
eyebrows are gray, and have been since
birth. Malken's nose is too large for his face,
and his mouth is likewise oversized, filled
with jutting, snaggled, crooked, yellow
teeth. He tends to leer his head forward that is comprised mostly of obscenities - he
whenever he's examining something. His is capable of crisp, eloquent Vaasi as well,
eyes reflect the light like an animal, and much to people's shock, though he usually
seem to glow yellow in the dark. Malken also peppers that with obscenities. He can
rarely dresses in any fancy manner, usually be cultured, intelligent, and even charming,
wearing a heavy dark coat that goes down but doesn't bother unless he thinks it will
to his knees, dark trousers, and heavily make something go his way. Most of the
wrapped boots. On occasion, he will wear time, Malken acts towards his reputation as
something that looks like a painted death- a criminal mastermind and dangerous man -
mask. it is apparent to everyone who speaks to
Like most Vaasi criminals, Malken bears him that he could have them killed, and he
tattoos - each finger has a ring tattooed on always seem to be judging if it is worth his
it, all of them with different meanings; the time to do so. For the most part, Malken
back of his neck has the letters S.V.; he has does make for an effective and profitable
a crescent moon on the back of one hand; a criminal boss. When confronted with a
roaring plains cat's head on the other; problem, he usually solves it with an
winged skulls on both shoulders; stars on inspired, if ruthless, plan of action. If
his knees; the spear of the Lawgiver over confronted with something he can't solve,
his heart; and an incomprehensible code of however, or confronted with someone
writing and alchemical symbols on his back, personally annoying him, he usually
his right hip, and various other parts of his explodes into abusive violence. On rare
body. He also has a thick, nasty scar on the occasions, if things really upset him, Malken
left side of his neck and collarbone. just has everyone involved killed.
Malken is unpleasant to deal with
personally. He speaks a heavy Vaasi slang

8
boy, his intended victim was Dmitri Stanov,
Background
High Constable of Kantora and one of the
Malken was born a caliban, cursed with most famed swordsmen in Nova Vaasa.
his misshapen visage from birth. His parents Unsurprisingly, the malnourished, thirteen
abandoned him on the streets to die, and year-old caliban was soundly outclassed,
he was only begrudgingly taken in by the and Dmitri defeated him with no real effort.
local orphanage. The doctrine of the Once Dmitri realized how young and
Lawgiver stated that spiritual degeneracy weak his assailant was, he couldn't help but
was marked by physical degeneracy, and take pity. The caliban still lived, but had
the local Lawgiver priest ruled that there been grievously injured in the assault. As
was only the barest responsibility to take High Constable, it was his right and duty to
care of such an evil creature. Malken's early pass down sentence - the law stated Malken
years were marked with abuse and neglect, was to be exiled or imprisoned. The usual
barely managing to steal and scrape enough place for such imprisonment was a hard,
food from his "caretakers" to get by. As he brutal labor camp, where the injured boy
got older, it quickly became apparent there would almost certainly die. Malken instead
would be no escape from this life - no one served out his sentence in a small house
would adopt such a child, nor would anyone near the Stanov estate, with a pair of armed
respectable teach him or employ him. The guards and a fully trained physician.
child was only saved by a group of juvenile Malken's initial response was that of
delinquents, who were young enough to hostility, but he was too weak and injured
find the grotesque amusing. They brought to cause much trouble. Good food and
him back to their criminal employers, a proper care improved his constitution, and
small group of paka, who paid the child a by the time he was strong enough to walk
paltry sum to stand lookout for them or run around, he was on decent terms with his
other errands. It was a pittance, but it was physician and a number of the Stanov staff.
more than Malken ever had, and it kept him Dmitri allowed the boy out, provided he was
from freezing to death in the cold winters. It accompanied by his guard, and while
was the paka who nicknamed him Malken, Malken gave them the slip sometimes he
due to his gray hair, and since Malken had was more curious than mischief-minded. He
no other name it stuck with him. could often be found poking around the
As Malken grew, however, the group estate, but was most often found examining
began to become fond of him, and it quickly the alchemy lab in the left wing, and asking
became apparent that he was incredibly perceptive questions of the alchemists who
brilliant. His suggestions nearly doubled the worked there.
profits of the various scams and rackets Intrigued by this, Dmitri bought a few
that the paka were running. Malken relished books on alchemy and gave them to the
the feeling of being accepted and rewarded boy. Malken took to them like a fish to
for his talents, rather than punished for his water, and alchemy became his vocation
appearance, and he began to get more and and passion. He dreamed of finding some
more involved with the criminal activities of way to change himself into a normal human
his new friends. For a while, he stuck with being, but all his attempts to do so faded all
smuggling, but when he spotted a lone too quickly. He tried turning to other, more
noble on a horse, he couldn't resist knowledgeable alchemists, but every one
attempting a mugging. Unfortunately for the refused. The Vaasi church had decreed that

9
permanently changing a creature's form struck by the chance that he could be a
was a crime, especially in the case of normal human being. Of course, he'd have
Malken - improving the caliban's life would to kill someone else and steal their life,
be defying the Lawgiver's divine judgment, which put a damper on Malken's thoughts
and hiding his degeneracy from more for a while. He could not bury his yearning,
worthy folk. Malken was incensed that not however, and eventually he became fixated
only he was abused because of an accident on a particular plan — he would steal the
of birth, but the church had made it illegal form of one of the oppressive nobles, and
to fix it, because it would make it harder to use his newfound power to make things
abuse him. His bitterness grew with every better for people like him. This assuaged his
rejection he encountered. conscience, and the irony delighted him.
In many ways, this made him loyal to Unfortunately, no noble or churchman was
Dmitri, who had given him a chance at a willing to be in his company for long, and
good life. When Malken's "sentence" was certainly not in so intimate a capacity that
up, Dmitri offered the caliban a position as Malken could carry out his operation
an alchemist. Malken accepted, serving the without being caught. The only noble he
Stanov household faithfully for over a could feasibly manage the switch with
decade. Though Dmitri never quite treated would be his own employer, Dmitri Stanov.
the Malken as an equal, the two became Malken loved his master, and likely
very close - Dmitri seemed to acknowledge would have found some other plan, or
that his servant was quite a bit smarter than delayed his plan indefinitely, had it not been
he was, and Malken even saved his master's for a fateful piece of news: Malken
life on more than one occasion. To Malken, discovered that his paka friends who had
Dmitri was everything a noble ought to be: saved his life when he was young were
just, loyal, and merciful. But Malken still dead. They'd been caught by local lawmen,
brooded over the unjust Vaasi system. and while the normal punishment for their
Every time he left the Stanov estate, he was crimes would have been imprisonment,
plunged back into a world that despised because they were paka they were
him, and despised everyone like him. Dmitri executed. Malken was incensed, and began
was good to him, but the noble still upheld to focus his rage at Dmitri, for not stepping
the laws and religion that had made in to prevent this (as he had with Malken),
Malken's life miserable in the first place. and for serving the laws and nobility that
Malken began to start entertaining enforced such injustice. The caliban took to
revolutionary ideas, secretly reading brooding in solitude, until he finally lured
proscribed literature that Dmitri had Dmitri down to the alchemy lab, on the
confiscated. pretense of showing off some new
It was while reading this verboten discovery. Dmitri had been concerned about
literature that Malken stumbled upon a Malken, and followed without question — he
fateful alchemical secret. One of the trusted Malken implicitly, and when the
manuscripts contained a formula that could caliban turned on him he was too stunned
"steal" a human body by dissolving it into a to fight back. Malken killed Dmitri and
potion, and then bestow that human form chopped him into pieces, slowly feeding the
on whoever drank that potion. Dmitri had nobleman's body into his alchemical
banned and confiscated the text the concoction. By the dawn of the next
moment he'd heard of it, but Malken was

10
morning, Malken was now wearing Dmitri's is identical to the original Dmitri Stanov, and
form. he knows things that Malken doesn't.
At first, it seemed to have worked Malken is convinced that some essence of
perfectly. Malken reveled in his new respect Dmitri remained behind in the alchemical
and authority, but quickly discovered that potion, and is determined to get rid of it.
both these things were dependent on The very concept of Dmitri still being alive
serving the laws that he so hated. Change and aware of his betrayal fills Malken with
was too slow, and the more Malken tried to an uncontrolled horror.
change the law, the more pressure came In general, Dmitri comes out during the
down on both him and Kantora from the day and Malken at night, though this is
other nobles. This period of clarity lasted for nothing resembling a hard and fast rule.
only a few weeks, at which point Malken The transformation tends to take place
stumbled onto Dmitri's personal writings while secluded, but nothing Malken has
and correspondence. Reading just how done has managed to prevent him from
much Dmitri had cared for Malken caused changing back. When it is time for either
the caliban to break down in grief. man to make the switch, they
When Malken next awoke, it was night, subconsciously move to where they cannot
and he had no recollection of where the day be seen — when Malken tries to resist this,
had gone. Upon encountering a mirror, he he blacks out and loses control over his
was horrified to discover he had returned to actions, sending his henchmen away or
his natural caliban form — he was even sneaking past his own subordinates. This
more horrified to encounter one of the also does not always prevent people from
Stanov household, who told him that Dmitri following either man and finding out the
had been looking for him that very morning. truth, and after a botched blackmail attempt
Terrified and confused, Malken grabbed by one of Malken's cronies, Malken does
what possessions he could and ran, fleeing everything he can to ensure his dual-
into the slums of Kantora. identity stays secret. He is terrified of Dmitri
discovering the truth, as he is concerned his
Curse better half will kill himself to kill Malken.
Malken shares his body with Dmitri Dmitri considers himself personally
Stanov, with their physical appearance responsible for Malken's actions, and
transforming to match whichever one is in dedicates his life to fighting Malken's
control. The two are wholly separate criminal activities. Malken, however, still
personalities and have separate knowledge clings to the hope of regaining Dmitri's form
from one another; neither is aware what the and taking his place, and thus he defends
other does. Neither man has any control Dmitri's honor and position rabidly. Since
over when they transform into the other, Dmitri is unaware of Malken's true
nor any control over the other man's aspirations, he interprets Malken's defense
actions. So far, Malken has managed to of the Stanovs as signs that Malken still
figure this out, although Dmitri remains cares for him. This in turn makes his
ignorant of his criminal alter-ego — indeed, disappointment and pain over Malken that
his mind seems to subconsciously avoid any much more evident, and on occasion
suspicion of it. It is uncertain if "Dmitri" is prompts him to return the caring sentiment,
the actual Dmitri Stanov, or a splinter of which drives a knife deep into Malken's
Malken's guilty conscience, but his behavior black heart.

11
Both Dmitri and Malken are immune to of the Vaasi government on his payroll, and
anything — magical, alchemical, or natural it's rumored that even Prince Othmar
— that would alter their shape, with the Bolshnik is in his pocket. Though he himself
exception of the curse. They are too is bound to Kantora by Dmirti's continued
steeped in chemicals and forbidden alchemy presence there, his fingers reach all the way
for anything else to have an effect on them. to Falkovnia. He instead lurks in the Kantora
slums, working through intermediaries or
Current Sketch anonymous messages. He controls his
Malken has slowly betrayed every one lieutenants via magic communications and
of his ideals as he continues to cling to the messenger birds, but for the most part, he
hope that Dmitri's power and influence will doesn't care what they do so long as they
someday be his. He's squashed rebellions pay him. He himself tends to play things
and assassinated revolutionaries who were quietly, neatly, and efficiently. Despite his
threatening the Stanov's influence. He's reputation for causing mayhem, Malken
murdered trusted friends and advisors rarely resorts to violence as his first move.
because they discovered his double identity. He will bribe, blackmail, discredit, assault,
He's sold inconvenient calibans into slavery or kidnap before turning his hand to
or used to law to execute them, because murder. Malken is rarely to be trusted, and
they got in his way. He's started paying he will gladly double-cross or betray other
bribes and tithes to nobles so he can get on criminals, Lawgiver church officials, or
with business. In the beginning, he nobles. That being said, he usually plays
convinced himself that it was for the greater things fair in his dealings — he's considered
good, and once he fixed his formula he a nasty, unpleasant bastard, but a very
could make it right. Now he no longer even good boss to work for, as criminals go.
pretends to care. He has simply sunk too Malken spends much of his free time
much effort into Dmitri's body for it not to seeking out further alchemical knowledge,
be his. in the hopes of undoing his curse. He has
To this end, he secretly shores up the failed all his attempts, but has otherwise
Stanov finances with his filthy lucre, keeping gathered an encyclopedic knowledge of
the other nobles of Nova Vaasa from alchemy, and is probably the finest
bleeding Dmitri dry. He also has a vested alchemical mind in the Core. He is in
interest in keeping Dmitri alive, given they correspondence with a number of scholars
share the same body, which means he will under a pen name, and occasionally
assassinate any threats to Dmitri's person or publishes papers via these connections. He
family. This strange chivalry on Malken's is also known for publishing underground
part has not gone unnoticed, but most papers on a stolen printing press — the
people close to the Stanov family assume it contents vary between embarrassing
is because Malken still cares for his former government secrets, forbidden alchemical
master. While this is not true in an altruistic formulas, obscene threats, or tips for fellow
sense, Malken still has a twisted and criminals.
possessive respect for Dmitri, and Dmitri's
disappointment and feelings of betrayal can The Syekhmetskaya Circle
unhinge Malken like nothing else can. A Nova Vaasan criminal ring run by
Malken is a criminal mastermind, and Malken, considered to be one of the largest
he is good at it. He has an absurd amount criminal rings in the Core. The

12
Syekhmetskaya Circle has a presence in territoriality expands to other criminal
most major Vaasi cities, although it keeps a enterprises, as well, as the members do not
low profile in Kantora - a fact attributed to want other groups competing with their
Dmitri Stanov's tireless efforts against them. business. Anyone caught doing business
The group is uncannily organized for a without the Syekhmetskaya Circle's
crime ring of that size, mostly attributed to permission is beaten up and tossed out.
Malken's brilliant mind and a number of Local business owners are subject to the
smuggled communications magics. The same treatment, and have to pay a fee to
Syekhmetskaya Circle dabbles in anything the criminals in order to keep doing
illegal that it can make a profit on, including business. This is more than just extortion,
art and artifact smuggling, drugs, protection however. If a business is vandalized or
rackets, horse smuggling, and human robbed by someone else, the criminals will
trafficking, but its real specialty is in work hard to get the property back and
weapons, arcane items, and alchemical bring the vandal to justice. The
components. Syekhmetskaya Circle sees itself as
The Syekhmetskaya Circle is known to providing a service, and compared to the
be territorial, and often dominates any area uncaring and opulent nobility of Nova
it gets a foothold in. Members of the circle Vaasa, they are often the only form of
are the de-facto rulers of their territory — justice that a citizen can fall back on.
stories are told of one high ranking member The Syekhmetskaya Circle gets it's
who cordoned off an entire street, because name from one half of the paka dual
she wanted to eat lunch without the noise goddess, Syekhmaa-Ubahstyi. Many of the
from foot-traffic. City guards or churchmen thugs adopt some of the lion-goddess'
are bribed or brought into the fold, while trappings — most simply consider her a
more stubborn lawmen are either beaten or, symbol of rebellion against the Vaasi
more often, simply left alone and allowed to government, but some actually go so far as
go bankrupt via their own virtue. This to consider themselves a part of the faithful.

13
To Granny’s House
The Legend of Granny Knochen
By Jim “jimsolo” Stearns
theemperor@springading.com

"From all the liars with their manipulations and deceit, there comes none more treacherous than
this. He that would make true love tool for his iniquity must surely be damned among the
damned. Twice are his crimes. The first in doing, and second that his victims should love him
for his abuse of them."
– Mephestore: Prince of Darkness, Act I Scene VII

of the village, trading in beaver, muskrat,


Where and bear with regularity.
There are no roads that come into the
Russetheidt is a small village tucked
village. Lumber is transported away by a
away in Lamordia, situated right on the
few hardy souls with flatboats, and the men
edge of the northern forested crags of the
who make the trade runs to and from
Sleeping Beast, where it meets the Heath of
Lagenhaven or Ludendorf each have their
Fevered Tears. Its nearest neighbor is the
own preferred routes, which they jealously
slightly smaller fishing village of
keep secret. Indeed, this isolation is part of
Lagenhaven, located on the coast just shy
what has managed to keep the secret of
of due west from the Aubreckers' ancestral
Russetheidt for so long.
home. The journey to Lagenhaven varies in
time based on the weather, although it's
usually a matter of a few days.
What
The village has a small but prosperous The first thing a visitor to Russetheidt
economy. The swineherds along the marshy notices, one familiar with Lamordia anyway,
southern end of town make up a large is how happy everyone seems. There is very
portion of the working class of the village. little of the distrust of outsiders that one
About a fifth of the local working population typically sees in cities of the Core. Most of
belongs to a single group that harvests the people are friendly and inviting, and
lumber from the Sleeping Beast and sends it work hard to create a welcoming
on through to Lagenhaven, which serves as environment in their town.
a shipping point to ports beyond (usually However, the most peculiar trait of
Ludendorf). The prime location between the Russetheidt is its romantic relationships.
swampy lowlands and the thick trees of the Visitors will be hard pressed to find more
Beast make for ideal conditions to the fur than a handful of unmarried individuals
industry in Russetheidt. Hunters, trappers, older than their mid-teens, and there are
and furriers alike are the wealthy members never any single villagers older than their

14
mid-twenties. Even couples who are offers minor remedies for various ailments,
courting are exceedingly rare. Perhaps more as well as folk charms for those who believe
curious, there are no divorcees, widows, or in such things. She helps to birth local
widowers in town either. children when it is time, and when the
Furthermore, the marriages frequently elderly and infirm grow weary of suffering,
seem mismatched. It is not uncommon to she can release them with a painless
find a gap in attractiveness, intelligence, or drought. Most of her remedies are
age between couples that would normally superstition, and the rest skilled herbalism.
hamper a successful union. Yet, for all their Granny does, however, have one secret that
oddity, the marriages in Russetheidt are any magic-user would kill for.
good ones. This realization is often Granny has perfected a True Love
profoundly disturbing to people, but there potion. While many (especially those in the
are no unhappy marriages in the village. know regarding love potions and spells)
There are not even mediocre marriages in scoff at such a notion, it's entirely true,
town. With the exception of one, every although perhaps not in the way most
couple in Russetheidt is the picture of people think. Granny Knochen's potion does
marital bliss. not make the object of the drinker's desire
It would appear that so profound are fall in love with them, rather it makes them
these bonds, that one spouse cannot live fall in love with the person they were meant
without the other. A cursory examination of to be with. Part divination, part
the local graveyard (on the northeast side enchantment, the potion reveals to the
of the village, just before Granny Knochen's drinker the individual that will love them,
home) shows that nearly every headstone is truly and completely, and whom they would
part of a matched set between a husband have loved truly, if only they had known the
and wife. A more in-depth investigation will other person's mind. The potion can even
reveal that nearly every couple died within lie dormant, if the imbiber has yet to meet
days of one another, with the longest span the right partner. The potion never matches
between deaths at a meager two months. partners who are already married, nor does
it make matches that would be taboo.
Why Curiously, it has no effect on Vistani or half-
Vistani, and never reveals them as targets
The truth of Russetheidt is that up until
of affection.
some point, the village was like any other
By this point, every last villager
village, with couples living, meeting,
depends on Granny Knochen's potion, which
marrying, (and sometimes splitting up) in
she offers for no price beyond whatever the
their course. Until Granny Knochen.
recipient feels like paying. No one has met
Although there are no written records of
'the old-fashioned way' in living memory.
when she arrived in town, the earliest grave
When someone feels that they are ready to
bearing signs of her handiwork (see below)
settle down, they go to see Granny. The
is dated 673, but since this predates
rare individual that does not find their
Lamordia's arrival in the Core, that date is
match in town (or among the pool of
suspect. Setting herself up on the edge of
regular visitors from among the traveling
town, Granny Knochen fills the role of the
traders) will usually leave Russetheidt to
local wise woman. (If she is referred to as a
seek their love elsewhere (and it's worth
witch, she won't argue the point.) She
noting that most of them find it, usually

15
convincing their spouse to move back to the The ultimate horror of Russetheidt is
village). Very rarely, two individuals who that the village is largely aware of these
have stayed in Russetheidt without finding secrets. Everyone knows Granny is a witch.
true love will marry one another. These With the exception of the recent out-of-
marriages usually tend to be extremely town spouses, everyone knows about the
bitter, and such couples often move away love potion. And the vast majority of adults
from the village, unable to stand living in a know that Granny devours the bodies of the
community filled with blissful marriages. slain. Her monstrous diet is considered to
Those looking to find a mystical hook, a be a small price to pay for the decades of
downside to her potion, will find none. It is happiness their town enjoys. After all, it
just as it appears. The hook is just a natural isn't as though she's killing anyone herself...
byproduct of such marriages. The horrible,
awful truth is that Granny Knochen is a hag. Who
Her potion isn't her gift to the grateful
community, it's her way of stocking her
Granny Knochen
larder.
When one of the Russetheidt couples Granny Knochen is no less evil than her
dies, the intense love created by the potion hag peers. She has seen more than one
leaves the victims in utter despair. The creature like herself destroyed by heroic do-
feelings are made even worse by the fact gooders, however, and has no desire to
that such people know they could never find meet such a fate. She obeys the laws of the
someone else: Granny's potion only works land, and should a party of adventurers play
once. (And by this point, they have come to nicely with her, she will even act as a
believe that only Granny's matches are truly source of information for them, so long as
happy.) Constant exposure to the they do not threaten her set-up in
harmonious marriages all around them Russetheidt. While it might seem strange to
eventually grind down even the most have a hag acting as mentor to a wizarding
emotionally resilient of these people. Within hero, the only truly important thing to
a week, or a month, or even a year, they all Granny is that her larder stays reliably full.
come to Granny Knochen with one request: If that means cozying up to adventurers,
to end the pain. Granny gives them the then so be it.
same elixir she makes for the dying, and
they slip away with the promise of being Granny Knochen, Hag Enc 7: CR 9; SZ M
with their beloved again. Humanoid; HD 7d8+21 hp 63; Init +6;
Once they're dead, Granny eats them. Spd 30; AC 18 (touch 12, flat footed 16);
Her cellar is outfitted to render a human Atk +6/+6 melee (1d4+2, claws) or +6
being down, and if she has killed recently it ranged touch; SA Weakness, Spell-like
will be stocked with the gruesome remnants abilities; SQ familiar, SR 12; AL LE; SV Fort
of her latest victim. She is quite adept at +5, Ref +7, Will +12; Str 14, Dex 14,
stretching her meals out, and will eventually Con 16, Int 18, Wis 18, Cha 16.
use every portion of her kill. When all the
meat and viscera is finally gone, she will Skills and Feats: Alchemy +13, Bluff +6,
grind the bones to meal and bake it into
Concentration +13, Diplomacy +10,
bread in order to sustain her until the next
Disguise +7, Intimidate +8, Knowledge
untimely death.

16
(local) +8, Listen +6, Move Silently +5, She constantly refers to the party by sweet
Search +7, Sense Motive +8, Spellcraft pet names, such as her 'dearie ducks.' In
+13, Spot +5; Brew Potion, Scribe Scroll, her natural form, she is even more
Empower Spell-like Ability, Improved withered, so dry that she appears ancient.
Initiative, Alertness, Combat Casting, Spell Knobs of bone threaten to poke through her
skin at every joint, her numerous warts are
Focus (Enchantment)
thick with bristly hairs, and an
unquenchable hate shines from her eyes.
Wizard Spells Known (5/6/5/4/3; save DC
14+ spell level, DC 16 + spell level for Combat
Enchantment): 0–all; 1st–cause fear, charm Granny prefers to run rather than fight,
person, hold portal, mage arimor, since she knows the townsfolk will protect
obscuring mist, sleep; 2nd–blur, invisibility, her. Although she rarely prepares animate
dead, she has a horde of zombies and
tasha's hideous laughter, touch of idiocy;
skeletons (up to her maximum of 28 HD
3rd–dispel magic, hold person, ray of
worth) buried in the ground outside her
exhaustion, suggestion, stinking cloud; 4th–
home. Should she call, they arrive inside the
animate dead, confusion, criushing cabin in two rounds. They can rise and
despair, enervation. attack the very next round if she calls them
from the yard. Indoors, Granny uses
Languages: Darkonese, Lamordian, Vaasi, invisibility to buy herself some time and cast
Falkovnian, Goblin, Tepestani more spells on herself. (Note that she
typically casts mage armor whenever she
Possessions: Spellbook, 756 gp, small spots someone approaching the cabin,
collection of potions, curse bone (as a friend or foe.) If reinforcements in the form
wand of enfeeblement, but produces no of townsfolk or undead arrive, Granny will
attack once she has augmented herself or
visible effect).
weakened the adventurers.
Out of doors, she makes liberal use of
Spell-like Abilities: at will--change self,
entangle and her many strength draining
entangle, produce flame, ray of spells and abilities. If she spies a competent
enfeeblement; CL 9th fighter with little common sense, she will
not hesitate to charm such an individual.
Weakness: (Su) With her claws or with a
touch, Granny delivers a powerful curse Freya
that saps the strength from a man's bones. The town apothecary, Freya has a dark
Those hit must make a Fortitude save (DC secret of her own. She is Granny Knochen's
17) or take 2d4 Strength damage. Granny daughter. She has yet to come into her hag
may only use this ability once per round. abilities fully, but she knows the
transformation will come soon. She has no
Appearance desire to leave Russetheidt, and would be
Granny Knochen appears as a hunched, only too delighted to see her mother
wrinkled old woman. She is every inch the removed so that she could take her place.
kindly grandmother, and the smell of fresh At the same time, she recognizes her
baked goods surrounds her and her cabin. mother's power, and will not move against

17
her directly under any circumstances. She Granny's influence) they live on the
might point a party of PCs towards Granny outskirts of the village, and the mosquito-
with information they need, but that's choked scum of their property serves as a
usually as far as her help will extend. grim reflection of their antagonistic
marriage.
Freya, Clr5: CR 5; SZ M Humanoid; HD While Berger Olin has a strong respect
5d8+15 hp 45; Init +7; Spd 30; AC 13 for law and order, he also has a strong
(touch 13, flat footed 10); Atk +3 touch or hatred for Granny, and would love to see
+6 ranged touch; SA Spells, Turn Undead her pushed out. He is not aware she is a
SQ Domains (Animal, Plant); AL NE; SV supernatural monster, but instead thinks
she is merely a witch. Although he alone
Fort +7, Ref +6, Will +7; Str 11, Dex 16,
knows Freya is Granny's daughter, he keeps
Con 16, Int 16, Wis 17, Cha 16.
this information to himself, even from the
Skills and Feats: Alchemy+8,
heroes, since he believes that Freya is just a
Concentration+8, Profession normal woman who fears and dislikes her
(Herbalism)+8, Knowledge (Nature)+8, mother as much as Olin himself does. He
Spellcraft+8; Improved Initiative, Lightning happily provides information if he thinks it
Reflexes will help the party, but he will not attack her
Cleric Spells (5/5/4/3; save DC 13+ spell directly, nor will he help in the planning of
level) such an action. He will not break the law in
Languages: Darkonese, Lamordian, Vaasi, order to remove the hag.
Falkovnian, Goblin
Possessions: Herb pouch, 1178 gp, wand Berger Olin, War5: CR 4; SZ M
of inflict moderate wounds. Humanoid; HD 5d8+10 hp 40; Init +6;
Spd 30; AC 13 (touch 12, flat footed 11);
Schepmeista Olin Atk +9 melee (1d6+2, truncheon) or +7
Schepmista Berger Olin, the ranged (pistol 1d10); AL LG; SV Fort +5,
peacekeeper in Russetheidt, is an Ref +3, Will +3; Str 15, Dex 14, Con 14,
unfortunate man. Granny's potion had no Int 13, Wis 14, Cha 12.
match for him. Disappointed, he devoted Skills and Feats: Bluff +4, Intimidate +3,
himself as an apprentice of the last Listen+7, Search+4, Sense Motive+5,
schepmeista, and took the position over Spot+7; Improved Initiative, Weapon
with little fuss. Years later, when Katrina Focus (club), Alertness
Vertzen, ten years his junior, finally realized Languages: Darkonese, Lamordian, (High)
that the potion had no match for her either,
Mordentish
the two wed. Their marriage is not a happy
Possessions: Padded clothing, truncheon
one. The couple is argumentative, spiteful,
and demeaning towards one another, (treat as masterwork club), 78 gp, pistol, 8
although ultimately each is loyal to the shots.
other. They live on the southwest side of
town, directly opposite from Granny's How
cottage. Since they are regarded with some The PCs can be brought to Russetheidt
mistrust (at best, they are viewed as a in any number of ways. They could always
cautionary tale of what will happen without happen across the town by chance, or while

18
on another storyline. This gives the DM time can easily poison one of her elderly clients
to build the mystery (and the creep factor) in a way that would be indistinguishable
slowly, especially if Russetheidt becomes a from old age. After that, it's just a matter of
temporary base of operations. waiting for the newly widowed spouse to
Optionally, the players might be seek an end to their pain, and directing the
contacted by a friendly NPC, preferably one heroes towards Granny's house in time to
they are close to. The NPC could have a witness the murderous deed.
relative (a son, a sister, or a close friend) This plot may pose some tricky
that married someone from Russetheidt. questions for some players (especially
They haven't heard from their loved one in outlander heroes from one of the more
a very long time, and request that the PCs morally relativistic settings) about what to
investigate. Of course, the loved one died do with Granny. The town knows what she's
(accidentally) some time ago, but this will doing after all, and they still go along with
lead them to the cemetery and the strange it. While her diet might be monstrous, the
dates on the grave markers, by which time net result of her actions on the community
they should have more than enough has made them all extremely happy. Some
information to realize something is seriously heroes might feel the best solution is to
amiss in town. walk away. At the very least, if presented
A method that can be used even correctly, there should at least be some
without any prior attachment to the discussion amongst the players about what
campaign world is to have the PCs menaced to do with Granny. The Victorian morality
by a random encounter in their travels. A that informs the Ravenloft setting condemns
friendly NPC comes to their aid and is fatally cannibalism, so allowing Granny to continue
wounded in the process. Dying, the NPC her activities (especially if they've been into
requests the party take word of his death her house and seen a human body chopped
back to his hometown. When they arrive, up in her larder) may be cause for a Dark
they can meet his wife (a woman far older Powers check. This can be a good
and more attractive than her husband, to opportunity to show outlander characters
the point that it should raise suspicion). that they are being judged by some unseen
Mere days after they deliver the bad news presence, according to a set of values they
to her, she goes to visit Granny to end her may not share. Of course, if the players
pain. If the PCs investigations have led choose to murder an old lady without
them to suspect Granny, their trip to enough proof of her misdoings, that might
confront her might be an ideal time to have certainly provoke a check, depending on
them walking in on the wife succumbing how sure of her guilt they were.
peacefully to poison.
Freya would love to see her mother Aftermath
dead, but fears moving against her directly.
In any event, if Granny winds up dead,
If the PCs seek her out (she will not come
she will almost certainly have put up
to them) she will happily nudge them in the
enough of a fight to bring the townsfolk.
right direction, such as the cemetery or the
From the time Granny raises the alarm
schepmeista. If the PCs seem to be intent
(either through screaming, or the sounds of
on solving this mystery, she isn't above
combat) it takes seven combat rounds for a
arranging an unfortunate accident for one
mob to arrive. If she is still alive, the
of the townsfolk. As the local herbalist, she

19
villagers will fight to the death to protect lays claim to it, and since she is Granny's
her. They will almost certainly be killed en daughter, Olin gives her the book as she
masse, but after the first few it should has legal rights of inheritance. While she
become apparent to the heroes that these may not be able to use the book now, it will
villagers pose them no real threat, and that give her a significant boost in power in
fighting their way to Granny will involve about twenty years or so, when she finally
butchering a good sized portion of the masters her hag powers and begins
town. pursuing witchcraft in earnest. She may
If Granny is already dead by the point even follow in her mother's footsteps.
the mob arrives, then Berger Olin will arrest If the PCs are escorted from town, their
the party. Once her home is examined, he exodus is a good time to hammer home the
will explain to the heroes that Russetheidt, consequences of their actions. Any friends
like several other Lamordian villages, they've made in town will turn up to curse
technically has no law on the books them, or tearfully beg for an explanation as
forbidding murder (a situation likely to be to why the interlopers would deny their
rectified within the week, of course). He children a happy marriage. While Olin keeps
returns their equipment to them and the crowd from violence, it should be
releases them, explaining that they are apparent that the villagers would be happy
being banished from town for the crime of to see blood spilled. If Freya is now in
'causing a disturbance,' and that returning possession of Granny's book, (and the PCs
would be unwise, given the rancor of the have discovered she is Granny's daughter)
townsfolk. then she will make an appearance here as
He even returns any items the party well. If she feels that there is a likelihood of
has looted from Granny Knochen or her the PCs returning and risking mob justice,
home, barring one: her spellbook. Freya she may well taunt the PCs subtly by

20
referring to them as one of the same pet menace the players from within the safety
names that Granny used. of her town.
If the PCs do not return, there will be Thematically, Russetheidt does a good
very few repercussions in the future. job of reinforcing themes of corruption. By
Lamordians are not by nature hot-blooded taking something as pure and noble as
people, and aren't likely to seek vengeance. romantic love and perverting it with her
The worst the party can expect is to run deviant practices, Granny sets up a nice
into the occasional traveler from example of how foul things can be under
Russetheidt, who will limit their anger to the surface, even concepts that are
spitting in the PCs path and muttering a normally above suspicion. Doubt and
curse under their breath. dissent are good themes as well, although
If the players do return, there is little more party-centric. It's not only possible,
that Olin will be able to do to stop the but very likely for a group to leave the
villagers from seeking bloody revenge, village unsure of whether their actions had
although this should be fairly clear to the any positive impact, or even if they did the
players by the time they are out of the right thing at all. The village can also serve
village. If they killed Granny and fought to feed themes of isolation, since they may
their way out, or escaped without being well find every hand turned against them by
arrested, they will have a substantial bounty the end of events, forced to rely on one
on their heads. (Significantly more if they another as the only people they can trust.
escaped with the spellbook, courtesy of
Freya.)

Ways to Use
Russetheidt and the inhabitants don't
have to be just another one-off encounter.
If you are trying to develop a constant or
overarching theme with your campaign, it
can contribute to this effort in a number of
different directions. Likewise, it can serve
many different story purposes for you.
If you're trying to move your PCs from
one region to another, the 'NPC lost a
relative in Russetheidt' angle can be a good
way to get them to Lamordia. On the other
side of the coin, if the PCs have a problem
NPC then a Russetheidt marriage can be a
good way to imperil or even kill them. For
new players, or players of outlander
characters, Russetheidt can serve as a great
object lesson in how things operate in
Ravenloft. If your campaign needs a distant,
but recurring villain, then Freya can serve
as a capable spider, sending threats out to

21
Nora Metzenger
A Burning Need for Revenge
by Andrew Snow (aka MDSnowman/IrvyneWolfe)
asnow357@gmail.com

“Heat not a furnace for your foe so hot that it do singe yourself”
- William Shakespeare

Nora Metzenger Feats Deadly Aim, Endurance*, Pass for


CR 7 Human, Precise Shot*, Point Blank Shot,
Female; Half-Elf; Ranger (Skirmisher) 7 Rapid Shot*, Weapon Focus [Long Bow]
CN medium humanoid (Half-Breed) * Bonus Ranger feat
Init +4; Senses Low Light Vision; Skills Climb (+10), Disguise (+8/+18 to
Perception +12 Appear human), Intimidate (+10),
DEFENSE Knowledge [Nature] (+11), Perception
AC 20, touch 14, flat-footed 16 (+6 (+12), Stealth (+14), Survival (+12),
Armor, +4 Dex) Swim (+12)
hp 50 (7d10+7) Languages Falkovnian*, Darkonese
Fort +6, Ref +9, Will +4 SQ Low Light Vision, Elf Blood, Elf
OFFENSE Immunities, Keen Senses, Multitalented,
Speed 20 ft. Integrated; Track (+3), Wild Empathy,
Melee Bastard Sword +10/+5 (1d10+3; Favored Terrain [Forest] +2, Hunter's
19-20/x2) Bond (Group), Hunter's Tricks (5/day;
Ranged Mistwood Bow +14/+9 Defensive Bow Stance, Hateful Attack),
[+12/+12/+7] (1d8+4; x3) Woodland Stride; Failed Power's Check
SA Favored Enemy (Humanoids [Humans] (Fiery Temper; Burning Hands 1/day,
+4, Magical Beasts +2), Burning Hands charred hands)
(1/day; 5d4; DC 13) Equipment Masterwork Bastard Sword,
STATISTICS Shadow Unicorn Hide Armor (+2 Shadow
Str 14, Dex 18, Con 13, Int 12, Wis 15, Hide Armor), the Mistwood Bow (as
Cha 10 Oathbow)
Base Atk +7; CMB +9; CMD 23

22
Nora wanted to lash out so badly, but the
Description
words of her mother stayed her hand and
Nora is a short, athletic young woman she suffered in silence for years.
with short, curly red hair and slate gray As the two grew older, Kristopher's
eyes. Her features are usually set in a scowl torments grew more and more violent.
of concentration, lending her a rather Eventually he forced himself upon Nora,
unfriendly demeanor. She dresses seemingly unaware of their true relation to
practically, favoring leather trousers and one another. She struggled against him,
plain brown shirts underneath her rather and he assaulted her fiercely. Young Nora
distinctive black hide armor with its black, was left beaten, battered, and near broken
gray, and white hair collar. Her one nod to in a shed. The slave who eventually found
vanity is that she often wears headbands, her told her mother that it was a miracle
hooded cloaks, hats, or other adornments she had survived, but Nora knew better.
to attempt to hide the hawk brand on her Her hate for her half-brother is what kept
forehead. Her trademark bow, a slender her from succumbing to her injuries that
long bow expertly carved from a strange, day.
bone-white wood, is never far from her The next few days were a blur of half-
grasp. Aside from that, she usually carries a consciousness. When she finally had the
variety of basic survival tools, and a bastard strength to stand again she discovered that
sword from whatever Talon she's killed last her mother Rowan had confronted Fredric
– the previous ones inevitably being lost, about his son's actions, threatening to
destroyed, or simply misplaced over the expose the family's secrets if Kristopher was
course of her daily life. not punished for his crimes. Whatever she
had said, Fredric responded by killing her,
Background right in his study. Nora was alone in the
Nora was born to an elven slave in world, and still her hate grew. The
Falkovnia. Her mother, Rowan, was a maid Metzengers had to pay, but they were a
in the service of the house of Metzenger, a family of trained killers, and she was an
family with a rich military tradition as well underfed slave. What could she do?
as one of lordship. Growing up a slave as She did the only thing she could; she
well, it didn't take young Nora long to fled. Escaping the estate was relatively
recognize that the lord, Major Fredric simple; she knew the grounds like she knew
Metzenger, was her father. Rowan remained the back of her hands. Once she was
silent on the issue, urging her daughter to beyond its walls, however, she was lost.
keep her head down to avoid raising the ire She wandered the woods and by some
of her masters. miracle did not run afoul of a military patrol;
That request turned out to be easier because, by the time she was found, she
said than done. The lord's son and heir, was in Darkon. The man who found her,
Kristopher, took an immediate interest in took an immediate liking to the determined
the slave so close to his own age. In some young girl.
lands, this may have led to friendship, but This man, Galen, was an elven archer
because Kristopher had been told from birth and tracker, of unsurpassed skill. He
that, as a non-human, Nora wasn't a listened to Nora's story, and decided to
person, their interactions took the form of teach her what he could. He took Nora
teasing, and eventually physical violence. away to his home in Northern Darkon for

23
years of hard training. Galen reasoned that When she emerged again, Galen was
if an elf could master the basics of his waiting for her. She was furious, but the old
woodland craft in ten years, a half-elf would hunter simply smiled and pointed out the
need to work twice as hard to accomplish wisdom of his actions. Angry, but on some
the same feat in a similar amount of time. level understanding his motives, she left
He trained Nora mercilessly and, slowly but and traveled back to Falkovnia.
surely, she began to hone herself into a
student worthy of Galen's reputation. There Current Sketch
was just one problem – she no longer Nora returned to Falkovnia five years
remembered what she was training herself ago, and quickly learned a few things. First,
for. Kristopher was now a highly placed
Therefore, as her final test, Galen sent Lieutenant working directly for Falkfuhrer
Nora into the Mists. Until that day, Nora Vigo Drakov, with a reputation for cruelty
didn't remember what her task was and perversion, while hiding behind the
supposed to be, but as soon as she entered guise of a dashing knight. She wouldn't
the Mists, her memories came flooding back simply be able to waltz up to the family
to her. She realized Galen's gambit at once. estate, kill everyone in the night, and call an
He had used Darkon's false memories to end to her task. Second, Galen's training
force her to be patient before embarking on had turned her into an ideal guerrilla fighter
her revenge. She was about to turn around for any resistance operating in Falkovnia.
and give him a piece of her mind when the Thirdly, the wildlife in Falkovnia is nasty,
Mists parted and she found herself in a especially shadow unicorns. With the first
strange grove. In the center stood an two in mind she immediately began to offer
enormous white tree with black leaves, its her services to any and all groups operating
branches waving in a breeze that she could in opposition to the Drakov regime. Initially
not feel. she hoped to gain enough friends to make a
Reluctantly she approached the tree realistic attempt at wiping out the
and heard a strange voice inside of her Metzenger family once and for all, but as
head, offering her power in exchange for time has gone on, she has truly come to
carrying a bit of the tree with her into the believe in the idea of revolution in
wider world. Confused, she demanded Falkovnia. She's not a wide eyed idealist.
explanations; the voice claimed to be the Instead, she is ready to do almost anything
spirit of the tree, and that it had been apart to bring the Drakov regime to an end. She
from the world for so long that it was will still pursue any Metzenger she comes
growing ill. Only by returning a bit of the across with ruthless efficiency, and attempt
tree to lands outside of the grove could the to make them suffer before they die. Her
tree endure. Not wholly convinced, but sure revenge is slowly becoming a sideline to her
she needed any edge she could get, she work with resistance groups, however. And
agreed to the bargain. One of the tree's her quest for revenge has not left her
mighty branches bent in the unseen wind, unscathed. During the course of her work,
and turned into a perfectly shaped long she's done questionable things and drawn
bow. This branch simply fell from the tree the attention of the Dark Powers. The result
and landed at Nora's feet. She took the bow has been the ability to launch a gout of fire
and retreated back into the Mists. from the palms of her hands once per day,
however, her hands now constantly look as

24
though they were recently burned. She those circumstances she'll usually use her
hides this deformity with gloves. Hateful Attacks, increasing the likelihood of
In day to day interaction Nora tends to scoring a critical hit with her bow. In all, her
be blunt, unfriendly, and downright rude. combat style relies on her putting down her
Nothing about her life has made it easy to enemies from a distance, and doing so
trust anyone for any length of time. She quickly. She'll advocate such stealthy tactics
tends to hide her emotions behind a wall of when working with a group, and lend them
cynicism, sharp remarks, and threats of her favored enemy bonus with her hunter's
physical violence. She's still filled with anger bond.
at what she's experienced in her life, but
her long training with Galen has given her Adventure Ideas
the discipline to look before she leaps, most • Nora is a great NPC to use if you'd
of the time at least. As one can imagine like to introduce your players to almost any
she's much more comfortable alone, and of the resistance groups operating in
generally camps in the woods. When she Falkovnia. She's on good terms with most of
needs to travel, she disguises herself as a them, and many of them count her as an
human, and uses forged travel documents unofficial member. What few realize is that
provided for her by her allies in resistance she's so well connected that if she should
groups. There are a few people she cares ever be captured, she risks exposing her
about. The first is Galen. The lying old myriad allies to Drakov's men.
hunter is the closest she has to a father • Nora's desire for revenge and
figure, and she takes his lessons to heart, willingness to deploy violence to get it
thinking that it will in some way make him makes her a complicated character. With
proud. The second is Jason Furst. Jason is her failed powers checks, she's poised on
the bastard son of a Falkovnian officer, the edge of a knife between becoming a
much like herself. He eventually abandoned Chaotic Good freedom fighter with a dark
the Falkovnian military and joined the past, or a Chaotic Evil fallen hero setting fire
Freemen of Falkovnia as a double agent. to anyone who gets in her way. PCs may
She'll never admit her growing attraction to feed either outcome with their interactions
the dashing rogue, but worries constantly with her, and have to deal with any
that he's going to get himself killed on one resulting consequences.
fool's errand or another.

Combat
If there's one thing Nora dislikes, it's a
fair fight. When combat rears its head, she'll
climb a tree to get a good vantage point
and attack with surprise. In circumstances
where she's relatively certain she'll hit her
foe, she'll use Deadly Aim. As almost all
Falkovnian soldiers are humans, her favored
enemy bonus makes such ambushes doubly
effective. Against especially dangerous foes
she'll use her Mistwood Bow's sworn enemy
power (which functions as an Oathbow). In

25
• The Metzenger family is a
large one, with Kristopher
(Human Male; Summoner 10;
NE) leading the newest
generation. It's also a cursed
bloodline. Generations ago, the
Metzengers controlled significant
lands outside of Stangengrad,
when the area was being assailed
by the fiend Elsepeth. Fredric's
father fell completely under her
sway, offering up his wife and
mistress gladly to her, as well as
opening many doors for her to do
the same to a dozen or so other
families. It's believed that one
person whose family was ruined
due to the Metzenger lord's
actions laid a curse on the entire
family. Since then, the Metzenger
clan has been noted for
producing scions who exemplify
the worst aspects of both
humanity and demon-kind.
Kristopher surely inherited a
measure of Elsepeth's charm as
well as her lust. It could be said
that Nora, when she loses control
of herself, exemplifies the savage hatred of
a demon. Whether one or both of these
siblings are ripe for transposition is unclear.
What is clear is that any conflict with the
Metzenger family is going to be a horrific
affair that may beat a blood soaked path to
the legendary fiend herself.

26
The Missing Piece
A Mad Clockmaker and his Creation
By Ron Laufer; Illustrated by `endianprime’ and Ron Laufer
gonzoron@fraternityofshadows.com

"If I am to be a monster, it is only because he made me so!"


– Vir Stannum

When the mind of a master craftsman Ranged MW pistol +12 (1d8)


unhinges slightly, his works can rise from STATISTICS
merely marvelous contraptions to the level Str 6, Dex 13, Con 7, Int 18, Wis 11, Cha
of great wonders. But when one of those 13 (Note that these stats represent Gustav
wonders finds itself lacking, its creator’s
late in his life and include age modifiers)
pride will sour into terror. Presented here is
Base Atk +10/+4; CMB +8; CMD 19
a pair of entwined NPCs: The Mad
Feats Craft Arms and Armor, Craft
Clockmaker, Gustav Malvoni, and his
greatest and worst creation, Vir Stannum, Wondrous Item, Exotic Weapon
the Clockwork Man. Proficiency (Firearms), Master Craftsman
(clockworks), Skill Focus
“There comes a time when a man must (Craft(Clockworks)), Skill Focus
measure his life in other ways than the ticks (Craft(Gunsmithing)), Precise Shot, Point
he hears from the clock. A time when he Blank Shot
must be reckoned for the deeds he does in Skills Knowledge (Engineering)* +21,
his short hours in the world." Craft (Alchemy)* +21, Craft (Clockworks)*
– Gustav Malvoni +29, Craft (Gunsmithing)* +27, Craft
(Metalworking)* +21, Craft (Sculpture)*
Gustav Malvoni
+21, Craft (Weapons)* +21, Disable
CR12
Device* +11, Linguistics +6, Perception*
Male Human Expert 14
+17, Perform +6, Profession
CG medium humanoid
(Clockmaker)* +17
Init: +1; Senses Perception +16
*indicates Expert class skills
DEFENSE
Languages Darkonese*, Mordentish,
AC 11, touch 11, flat-footed 10 (+2 Dex) Balok, Vaasi, Lamordian, Falkovnian,
hp 39 (14d8-28) Tepestani
Fort +2 Ref +5 Will +9
OFFENSE
Speed 30
Melee unarmed +7/+2 (1d3-3)

27
without profit to a Falkovnian resistance
Description
movement.
Gustav Malvoni was a kindly-looking old Malvoni was presumed killed in 754 by
man, with a mop of unruly white hair and a an unknown group of intruders in his shop.
prodigious bushy mustache of the same Perhaps the Falkovnian government found
shade. His many years had scarcely out about his secret side business; perhaps
diminished the skill of his hands or the the Borcan government feared that his
minute focus of his eyes, though he did weapons would end up in Vlad Drakov's
wear a pair of spectacles for distance in his hands; or perhaps even older enemies had
later years. He was spry and energetic, finally caught up to him, for Gustav had a
never more so than when he was working far stranger past than even his
on a new invention. He had very little apprentice had known...
personal life outside of his work, and Gustav was adept at building
was prone to speaking of emotions, more than just clocks and guns.
abstract concepts, and human Before settling in Borca, he had built
behavior in terms of clockworks and a living man made of clockworks,
mechanical laws. Despite his long who he'd named Talos. Craving a
years away from his homeland, spent legacy greater than that of a
speaking multiple languages more craftsman, Malvoni had always
often than his mother tongue, he wanted a son. Since his
was never able to (or perhaps never understanding of machines far
cared to) shake his thick Darkonian surpassed his understanding of
accent, marking him as an obvious women, he ignored the usual
foreigner in other lands. methods and created his son in the
workshop instead. But Talos was
Background incomplete, soulless, and he rebelled
As far as most people knew, against his creator, taking the name
Gustav Malvoni was a talented, Vir Stannum. Vir knew something
innocent clockmaker, making a living was missing within him, and was
for himself in Sturben, Borca. Born in convinced that Gustav could build a
Darkon in 664 BC, he first soul for him. He refused to believe
apprenticed under Howard Lumley of Gustav’s protests that it was
Mordentshire, and eventually impossible, insisting instead that
returned to Darkon for a time before Gustav was deliberately withholding
settling in Sturben late in life where it out of fear. He chased his “father”
he sold clocks, pocket-watches, and across the lands, leaving a swath of
mechanical toys to those who could afford violence in his wake. Gustav searched for a
them. Each piece bears his maker’s mark, way to appease his wayward creation and
an elongated and stylized letter ‘M.’ Only his create the impossible: a soul for a machine.
young apprentice knew that he had a But, always strictly opposed to resorting to
second, more dangerous, trade. Gustav magic, a force which he viewed as
used his talent with clockworks to create unpredictable and dangerous, he eventually
some of the finest firearms in the world, but admitted defeat and tried to destroy Vir
rather than taking the gold of the nobleborn instead.
game hunters of Borca, he sold them

28
Their final confrontation was at death somehow and live on elsewhere in
Gustav's Darkon laboratory, originally built secret, still trying to find a soul for his
at the border of G’Henna, but by then “son,” or a way to destroy him, if saving
overlooking the Shadow Rift. Gustav him proves impossible.
presented Vir with a device he called a Soul
Engine, which was in fact nothing more Combat
than a bomb. Damaged, but not destroyed, Gustav was not trained in combat, but
when the bomb exploded inside him, Vir did have an affinity for firearms, particularly
flew into a rage. They fought. Vir fell those that he made himself. His natural
through a balcony railing and into the Rift, quickness and steady hands served him well
and Gustav thought him gone forever. when pressed to fight, but he was more
Though in fact, the golem survived and likely to flee any sort of danger. A dabbler
eventually left the Rift in search of his in alchemy, particularly gunpowder and
creator once more, it was too late. By then, other explosives, he was known to use
Gustav had been killed. smokesticks, thunderstones, tanglefoot
bags, and the like to aid in escaping battles.
Current Sketch
As far as anyone knows, Gustav is “Without the spark of life to fuel me, I
dead, but he left behind a cryptic journal am only a wind-up toy. He built me a body
full of encoded messages detailing his that could weather the centuries and still I
travels across the Lands of the Mist in live on borrowed time. What right had he to
search of the secret of crafting a true Soul condemn me to that existence?”
Engine. The keys to unlock and decode the – Vir Stannum
messages are hidden in many of his
creations. Gears serve
as code wheels, cogs
line up to reveal
ciphers at appointed
times, and the like –
each page with a
different method of
solution. Driven to
paranoia and madness
by the pursuing Talos,
Gustav took the full
secrets of the
encrypted book to his
grave.
Though deceased,
Gustav may live on as
a ghost, for as long as
Talos remains “alive,”
his final task is
unfinished. Alternately,
he may have faked his

29
Vir Stannum
Description
CR12
Vir appears to be a burly human male
Male Dread Mechanical Golem,
of medium height, with flat gray eyes. His
CE medium humanoid black hair is always perfectly parted, as it
Init: +4; Senses Perception +9, darkvision, never grows; like the hair of a well-made
low-light vision doll, it always rests exactly as it had been
DEFENSE designed. His features are blunt and
AC 29, touch 14, flat-footed 25 (+15 rounded, neither handsome nor ugly. He
armor, +4 Dex) has the muscular build of a dock-worker
hp 115 (11d10+10) and the thick fingers of a laborer, but the
DR 10/(magic or Malvoni legacy) flawless fair skin and un-calloused hands of
Immunities construct immunities, immune to a nobleman.
In reality, Vir is not human at all, but a
all magic except rust, and dispel magic
mechanical golem, a clockwork man
Fort +4 Ref +8 Will +4
designed by the mad clockmaker, Gustav
OFFENSE
Malvoni, and given life by his obsessive
Speed 30 drive to leave behind a legacy. The
Melee keen dagger +24/+19/+14 craftsmanship that went into creating him is
(d4+11) so complete that Vir can interact fully with
Ranged keen dagger +18/+13/+8 even the most observant of people without
(d4+11) or Grapple arm/chain betraying any hint of his nature. No visible
+22/+17/+12 (2d4+10) range 20’ seams mar the flexible material that forms
Special Attacks +2 to disarm with grapple his “skin.” He speaks in a gruff, unstilted
arm, can trip with grapple arm without voice, befitting of his apparent form. His
eyes move and blink, his chest rises and
being tripped. Crushing strike (+3d6
falls, his facial expressions are as intricate
damage on critical hit, Fort DC17 or
as those of a real man, and his fingers and
stunned for 2d4 rounds) Improved Grab
limbs twitch and fidget appropriately, all
STATISTICS driven by a myriad of unseen gears, cogs,
Str 30, Dex 18, Con –, Int 11, Wis 11, Cha springs and wires hidden inside his steel
11 frame. Except in the rare occasions where
Base Atk +12/+7/+2; CMB +16; CMD he has need of stealth, he never exhibits
36 the stillness of an automaton, never falls
Feats Point Blank Shot, Far Shot, Weapon into the uncanny valley of the non-quite-
Focus (dagger), Quick Draw, Critical human. It is only in near-complete silence
Focus, Lunge that one might hear the faint ticking and
whirring of the mechanisms that animate
Skills Bluff +10, Climb +15, Perception
this mechanical marvel.
+9, Linguistics +2
Like everything Gustav built, Vir is
Languages Darkonian, Balok, Mordentish
stamped with his maker’s mark. The
SQ Telepathic Bond elongated M symbol runs down his left
forearm from wrist to elbow, easily
mistakable for a tattoo.

30
Unlike most supernatural, unliving Talos, as he called him, might follow in his
creatures, Vir is immortal in only a very own footsteps as a craftsman. The idea of a
limited sense. He is powered by a discovery machine building machines had a perverse
that would have cemented Malvoni’s status appeal to Gustav, but even his great skill
as genius, even if it were it his only could not make the golem dextrous enough
invention: the Gem Drive. In a process for the fine work of building and repairing
never fully understood by other scientists, clockworks. His sausage-sized fingers had to
the Gem Drive is a mechanical engine that be large enough to hold their own gears
converts the energy released from burning and so could not be small enough to fit
gemstones into a constant physical torque. inside the delicate casings of other devices.
This torque spins the great wheel of the Once this became clear, Gustav tried to
gear train that subsequently drives the retrain Talos as a storyteller, and filled him
preposterous array of moving parts within with folktales and legends. It was then that
him that, in sum, create Vir’s thoughts and Talos began to resent his creator and turn
movements. This engine that powers him against him. He saw this new purpose as an
requires constant and expensive fuel, and if admission of failure on Gustav’s part, a
he winds down, he has no idea if he will confirmation of what Talos had felt for some
ever start back up. His knowledge of this time and could only now put into words: he
dependence informs every moment of Vir’s was incomplete. He refused to perform as
existence. His key emotion is a desperate an entertainer, but later learned to draw on
impatience. He is always living on borrowed elements of those tales whenever he
time, and can never stop to reflect long needed to lie.
enough to plan anything but the most direct Talos rejected the name he was given
path to his goals. He relies on blunt-force and began to refer to himself as Vir
tactics and any attempt at subtlety is Stannum, a reference to an old Darkonian
marred by his constantly simmering rage tale of a man transformed by magic into a
just under the surface. heartless machine – a story with which Vir
Vir was built with several access panels felt a natural kinship. He became more and
and secret compartments that can spring more demanding of Gustav, insisting that
open as needed, revealing his inner his creator could complete him with the one
workings. The edges of these are hidden part he was missing: a soul.
beneath his hair and clothes. Of particular But try as Gustav might, he couldn’t
note, his chest cavity can open down the give Vir what he wanted. And worse, he
center, along the apparent line of buttons eventually ran out of gems to keep the Gem
on his shirt. Drive fed. Ignoring Gustav’s pleas to simply
When opened thusly, he can access the shut down for a while to give him time to
Gem Drive to refuel himself, and there is find more jewels, Vir took to a crime to
some free space in his torso that he can use keep himself alive. As the crimes became
as a secret storage area. increasingly violent, Gustav feared for his
life and fled. Vir pursued him across The
Background Core, never truly believing that a
Created by Gustav in his Darkon mechanical soul was impossible, but rather
workshop, Vir lived with his creator that his father was deliberately refusing to
peacefully for the first few years of his make one. The chase lasted until their
“life.” At first, Gustav thought his “son,”

31
fateful confrontation at the edge of the
Combat
Shadow Rift.
As an inanimate object, Vir was With the strength of a machine, Vir is a
unaffected by The Mists of Shadow as he fearsome combatant. His bare hands are
fell through them and crashed into the huge and deadly enough to the fops from
ground at the bottom of the Rift. A fir called whom he usually steals his sustaining
Waelin, master artisan of Anvolee, found jewels. But in combat with more capable
him in ruins near the edge of the Rift, sunk foes, he makes use of one of the upgrades
deep in the earth. The tinkering fey fixed Waelin provided for him: a custom launcher
him, but Vir gave Waelin no thanks for his built into his right arm, which feeds
repairs, only demands. He wanted to be throwing daggers into his hand. The
improved, and Waelin complied, reveling in daggers are stored in his forearm and
the challenge of adding more and more spring up from a slot in his wrist, serving to
complex features to an already marvelous both conceal the fact that he is armed and
machine. But when the fir admitted to the replicate effects of the Quick Draw feat,
golem that the one thing he wanted above which allows him to use a full attack to
all was the one thing that Waelin, for all his throw daggers (due to the integrated nature
craft, could not build him, Vir left in a rage of this device, the daggers do not count as
and returned to the surface. Because of the hidden weapons for Quick Draw purposes).
Temporal Fugue, enough years have passed In addition, the device sharpens the
in the Rift for this part of Vir’s tale to fade daggers as they are ejected, functioning
into legend, and the fey speak of him only equivalently to a scabbard of keen edges.
as Bréagáin -Creideann-Sé-Féin-Fear, the His left arm contains a device of
Toy Who Thought Itself a Man. Gustav’s design. The left hand is detachable
Emerging from the Rift, Vir once again at the wrist, and can be fired like a
resumed his pursuit of Gustav. But when he projectile via an explosive propellant. The
learned of his creator’s demise, he shifted hand remains attached by a long,
goals and sought his journal instead. retractable chain, allowing it to be used as a
grappling hook for climbing, or offensively,
Current Sketch to entangle and trip foes.
As a mechanical golem, Vir is immune
Hoping to find a craftsman willing to do
to most magic, and his durable steel frame
what Gustav and Waelin would not, Vir now
and thick metal shell beneath his “skin”
follows the cryptic clues in the journal to
protect him from most damage, but magic
piece together whatever he can about the
weapons can bypass his damage reduction,
workings of the Soul Engine Gustav
as can any weapons crafted by Gustav or
withheld from him. He relies on theft to
his “lineage” (anyone who studied
keep himself supplied with gems, resorting
gunsmithing under him, or under another
without a qualm to assault or murder if he
who did, etc.). In the event that he does
encounters resistance. He does not share
suffer some damage, it tends to be in
Gustav’s distrust of magic, and is willing to
dramatic fashion. His workings are held
make use of wizards, relics, or dark rituals
together in a delicate balance, and any
in his quest if technology proves incapable.
interruptions to that balance can cause
impressive plumes of tiny cogs, springs, and
gears to burst through his damaged

32
exterior, propelled by their rapid spins and • Gustav’s contacts in the Falkovnian
stored energy. In a prolonged battle against resistance are woefully in need of weapons
enemies who can actually hurt him, his now that Gustav’s supply has dried up. They
façade of humanity will rapidly crumble as contact his apprentice asking for help, thus
his inner workings become exposed, embroiling the party in their struggle.
revealing him as a clockwork monstrosity. • Vir has learned of the “Heart
Making matters worse, he reacts to any Chamber” that powered Lumley’s Automatic
damage with a rage beyond even his Man. He seeks this artifact and may steal it
normal levels of anger. The reason for this from the Guardians of Mordentshire.
is simple: he doesn’t know how to fix • Whenever Vir is in town, reports of
himself. He will focus all his attacks on jewel thefts become more frequent. This
whoever damaged him, in an attempt to may cause ancillary problems, as vengeful
eliminate the threat decisively. But if it undead may seek to revenge his
becomes clear that he is in real danger of graverobbing, or merciless authorities may
being destroyed before he can do so, his crack down on the local peasantry in search
innate fear of death will take over and he of the thief.
will flee by any means necessary. • Any clockwork-themed character or
Vir’s zeitgeiber is a Mordentish lullaby locale might be linked to Gustav, as Howard
that Gustav sang to him as he worked on Lumley was. The Engineer of Karina, The
his creation. Hearing this tune will cause Vir Gears of Stangengrad, The Clocktower of
to be stunned for 2d4 rounds. Ludendorf, the gnomes of Mayvin, Waelin or
other fir, Abernathy Gearling of the Rue des
Adventure Ideas Pisolets… any of these and more could be a
• The ideal use of Gustav and Vir is to source of information to which the journal
cast a PC as Gustav’s apprentice. If no PC leads. Once led there, the PCs can become
has an interest in clockworks or guns, then entangled in any local adventure.
a friendly NPC or family member could • Vir has discovered tales of The
serve this purpose. Solving the mystery of Apparatus, and is seeking it to force an
Gustav’s murder can make an excellent first unwilling soul into his own body, ideally that
adventure. Finding Gustav’s journal and of Gustav’s apprentice.
unravelling the mystery of the sinister Talos • A page of Gustav’s journal tells of
can spur any number of further adventures, the Souldrinker, a magic spirit-draining
as Vir and the Party race to decode the dagger kept safe in a remote Guardian
journal and reach various potential ways to Monastery in Lamordia. Gustav eschewed
ensoul a machine. the idea of using dark magic to ensoul
• Once Gustav is dead, the Telepathic Talos, but Vir has no such qualms. The
Bond between Dread Golem and Creator Guardians are woefully unprepared for a
may slowly pass to the apprentice, causing threat like Vir and the PCs have to race him
Vir to seek him or her out. He will spin a to the dagger and destroy it.
tale of being Gustav’s estranged son, whose
daughter requires a mechanical heart to live
through a terrible illness. He will try to use
this story to pull out any rumors that the
party make know of similar devices, which
might serve as the basis for a Soul Engine.

33
Song of the
Cypress
The Blackfields of Mordent
By Jim “jimsolo” Stearns
theemperor@springading.com

I expected the menfolk to kick up more was only the damnable swamp that bred
of a fuss, if I'm honest. When mistress said such thoughts in me then.
she intended to join them in the swamp, I'd Even as a little girl I'd hated the
wished someone would try to tell her no. swamp. The rawness of it, the aggressive
Not that telling mistress 'no' has ever had fecundity, was an affront to the senses. The
any appreciable effect, but I thought they odor of rot and decay was inescapable, a
would say it just the same. If I'm being pall of festering death that clung to the
completely honest, the truth is that I wish clothes hours after one came away from the
someone had told her no and made it stick. source. At the same time, a swamp is home
But no one did, and we found ourselves to life; vibrant, belligerent, pestilent life.
tromping through the mud and sucking When Lord Mayor Blackfield had come
ooze out there in the swamp, trying to step through d'Elhour looking for a maid for his
from one rotted tree root-clump to another young daughter, I had leaped at the chance
without landing a foot in the grey, hungry to escape the bayou for good. Although the
muck that wound through the trees. More marshes and moors of Mordent are just as
than once it occurred to me that if I'd filthy and uncivilized as the ones of my birth
wanted oppressive heat, mud pulling at my place, at least here the wetlands are a
boots, and fog so thick I could kick up my feature that one can escape. In Mordent,
feet and just swim away, I would never clean floors and dry feet are something that
have left Souragne. one can savor for more than a handful of
I knew such thoughts were unkind to hours, and a person might go weeks or
the Blackfields, of course. Being maid to even months without having to set foot in
young Mistress Blackfield was a far better one of those vile swamps.
profession that the sort of work I might Of course, the Mistress and the men
otherwise have found without their accompanying her didn't share my loathing.
patronage, and a damn sight better than For the most part, they were completely
any of the unseemly things I would have ambivalent to the muck we trekked
had to start doing to make a living if I'd through, treating the grime as a necessary,
wanted to stay in d'Elhour. I'd never had if distasteful, part of daily life, something to
reason to complain in their employ, and it hold at arm's length rather than recoil from.

34
A few seemed to positively enjoy the fetid nine to five (if I was being counted), they
landscape of the bog. outnumbered us in bodies, and since
If it had been up to me, we'd have left neither I nor my mistress had ever had the
well enough alone, and in point of fact misfortune of trading in violence with
that's exactly what had been done about another civilized being, it was apparent that
the poachers up to that point. they held the high ground in experience as
Unfortunately, the death of a local shepherd well.
girl necessitated a more active response "You're poaching," said the oldest of
from the Blackfields. Since the death of her the men in our party, a grizzled farmer that
brother Roger a year earlier, Mistress Emily went by the name of Adsel. Adsel had long
had taken a more active role in the family served as a guide to the Blackfield family
affairs, and had positively insisted on when one of their number had need to
leading a hunt for the murderous poachers. venture out to the marshes along the
In his ailing state, Lord Mayor Phillip was eastern portion of their property. It seemed
hardly in a position to take her place, which only natural to let him serve as spokesman
left me traipsing through the mud behind for the group, especially since Mistress
the Mistress. Emily seemed all of a sudden uncertain now
After the first day of searching and that we had come face-to-face with the
returning empty-handed, I'd hoped Mistress miscreants.
Emily would find the duty too foul for her "Are we now?" The largest of the
noble sensibilities and wash her hands of interlopers stepped forward to address us.
the affair, but the curious work ethic that His beefy, poorly shaved features and
threads through the Mordentish rulers, even sticky-voiced accent marked him as
relatively minor landowners like the Dementlieuse by birth. "We had no notion,
Blackfields, would not let her drop the monsieur. We thought ourselves beyond the
matter. Day after day we went out with the borders of the nearest lord." He waved a
same group of hunters, searching for the hand at the pile of furs. "If it would suffice
elusive poachers. So I confess that my first the lordship, we would happily pay him the
reaction on hearing one of the men fair share of our take that he is owed."
announce that they had spotted a camp up The poachers grinned and nodded
ahead was relief rather than apprehension. among one another. Clearly they did not
"Haloo!" cried one of the hunters to fear us, and assumed that we would take
announce our approach. The cry was their bribe and be on our way.
friendly, but we carried our firearms aloft "That might have been possible," said
and ready nonetheless. My mistress carried Adsel. "But for the death of Mary Sheppard.
two: a hunting rifle of exquisite Lamordian So now you'll all need to be coming along
manufacture, and a more modest heirloom with me, please." Around me, our party
pistol, tucked away in a belt. tightened our grip on our weapons, and the
The hunting party was camped in a tension in the clearing bound us together
clearing. It didn't take a genius to surmise like a string, sewn from hand to hand and
that these men were the poachers we'd threading up our anxious spines.
been searching for. A pile of furs lay atop a The poacher with the accent held up
nearby cart, and three of the men were his hands in a gesture of peace. "Please,"
skinning fresh kills even as we approached. he said, “I believe there has been a
Their brazenness made sense, of course. At misunderstanding. If you come, I can show

35
you." He shuffled across the clearing and girl, right?" He grinned at the beefy faced
we followed, two of the men keeping an eye leader, clearly proud of himself for playing
on the rest of the poachers lest they try to along with what these lowlifes no doubt
overwhelm us. The Dementlieuse brigand imagined to be a cunning ruse. The leader
led us to a tree, and gestured to it as if this nodded and began rustling around in a
explained the entire situation. sack.
Lashed to the tree was a pitiful "He tried to ambush one of our
creature. A man of indeterminate age, his lookouts." The thick accent couldn't cover
nut-brown skin was clearly ancient, gnarled up the poacher's self-satisfaction. "So we
and stained with the mud of the swamp. His tied him up to deliver to the proper
naked body was all hard knots of bone and authorities. Bien sûr, now that we know his
taut cables of sinew, as though his limbs guilt, we can just deal with him right here."
were nothing but knobby wooden rods with The poacher stood, pulling a black braided
aged leather strips tied around them over rope from the bag. I couldn't help but
and over again. His frayed hair was the notice that the rope had already been tied
white of illuminated fog, and when he into a hangman's knot, from which I can
turned to face us, his eyes gleamed the only assume that the poachers had already
same color, broken only by the orbs of decided the moor man's fate long before
sparkling river-blue within. His face had we'd arrived.
been tattooed with white spots, like stars Stupid as he was, the savage had
dappled across his visage. clearly construed the meaning of the noose,
"A moor man," said my mistress. I took and began struggling against his bonds.
an involuntary step back. While the two Tethered at the wrists so that he was
regions shared a number of common hugging the tree, there was little he could
threats, and there were many dangers in do but squirm to the opposite side, peering
the bayous of Souragne that they'd never around the wood to gaze at us from within
even heard of in Mordent, moor men were a his tattooed visage. His behavior roused the
uniquely Mordentish menace. They were a attentions of the poachers, who began
brutish race of savages, subhuman jeering at the creature. Several of them
primitives that dwelt in the misty swamps closed in to watch the execution. Even the
and muddy heaths of Mordent, eking out hunters that accompanied us seemed less
whatever barbaric existence they were than motivated to stop the hanging. If
capable of wresting from the land without you're investigating a burglary and you
even the luxury of worked metal to aid happen upon a rabid wolf, you don't spare
them. If all the accounts I'd read of them the monster's life because it happens to be
were to be believed, some of their more innocent of that particular crime. I, for one,
brutish tribes hadn't even mastered the use thought that putting the primitive to death
of fire. Some were even reported to engage might give us some much needed time to
in that most bestial of practices, formulate a plan to counteract the poacher's
cannibalism. advantage of numbers.
The Dementlieuse poacher nodded. "No."
"Indeed, madam." Poachers and townsmen alike turned to
One of the other vagabonds waved a regard Mistress Emily. Her momentary
skinning knife in a lazy arc. "S'right," he hesitation forgotten, she had crossed to the
muttered. "Musta been him what killed that front of our group, fixing the burly leader

36
with a look which dispelled any illusion as to No one was more surprised than I at
which of our number was in command. the gunshot. A thick horizontal plume of
"You'll not harm this creature," she smoke belched from Mistress Emily's
said. She'd brought her Lamordian rifle up, weapon, and the poacher jerked back,
sighting down the barrel. gasping and choking. The shot had taken
The poacher laughed. Flexing one him at the base of the throat, a little to the
brawny arm, he hurled the coil of rope over left, and his blood pumped from the wound
one branch and began tying it off. His plan furiously.
was as plain as his guilt: with the moor man The camp exploded into chaos. I wish
dead, he could claim plausible innocence, that I could give a more detailed description
theoretically ensuring that any lawful court of what happened, but the sight of the
would have no choice but to commute his Dementlieuse poacher collapsing is the last
sentence to banishment at the very worst. clear memory I have for a time. More
"I warn you," she said. "Savage he may gunshots rang out, more smoke filled the
be, but this creature walks as a man, and is air. I heard men screaming. Later, I found
just as entitled to my protection as the girl blood all across the front of my blouse, so I
you ravaged." was almost certainly close to someone as
If I had any doubts to the poachers' they were killed. It is possible I shot
status as the culprits of Mary Sheppard's someone, although if so I am blessed by an
murder, they fled when the poacher inability to recall it. The next thing I
flinched. He turned to meet my mistress's remember clearly is crawling like an animal
gaze, to stare her down like a beast. I can't through the mud on my hands and knees. It
say what he saw in her eyes, but it was he was the mistress's yells that recalled me to
who looked away first. If they had not my senses, I am sure.
outnumbered us, I truly think he would "Run!" she screamed. "Lilah! Run!" I
have surrendered. As it was, he just scrabbled in the ooze, trying to move faster.
reached for the moor man with one thick I glanced behind me, and screamed. One of
hand, the noose clutched in the other. I saw the poachers, a hideous gunshot wound in
a second's worth of misgiving crease the his abdomen, loomed over me with an axe
mistress's features when the Dementlieuse in a two-handed grip, poised to deliver my
murderer called her bluff. deathblow.
The moor man jerked backwards, thin One final gunshot rang out, hitting the
wrists straining against his bindings. The poacher squarely in the head, and as
red, beefy hand clasped his shoulder, and quickly as the chaos had been birthed into
the primitive little old man gave a pitiful the campsite, it died, leaving only a chilling
squawk. Despite what my mistress had said, silence. The poacher toppled sideways into
neither she nor any Mordentish citizen the mud, his body making a soft squelch
considered moor men their equal. Rather, that sounded perversely biological. I
her defense of this creature was born of her staggered to my feet, realizing in some
own tender soul, which could not bear to distant portion of my mind that I had soiled
see a living creature suffer. To that end, I myself at some point within the last minute
think her own trepidation would have or so.
resolved the issue, if it had not been for The mistress stood behind me, her
that heart-wrenching squawk. antiquated family pistol still held at arm's
length as she stared ahead of her. At first I

37
thought she was looking at me, but I soon The Blackfield manor was fairly small
realized she was staring at the body of the compared to the dignified and magnificent
last poacher she had killed. Even as I drew plantations of my homeland, or even the
near her, she did not look away. It was as weathered but stoic mansions of Mordent.
though she were entranced by his corpse, Still, the ancestral Blackfields (or the nobles
staring with no shock and disgust, nor with they'd inherited the home from) had known
relief or glee either. The body created no their construction well, and the home was
emotion in her but fascination. quite solid, without the ever-present creaks,
"Mistress Emily?" I said, my voice sagging timbers, and peeling paint so
cracked and weak. That seemed to break indicative of Mordentish architecture. Built
the spell on her, and she looked at me, upon a small hill, the rise was still significant
overcome with concern for the well-being of enough to keep the worst of the water
her favorite servant. drained away from the house. The focal
It turned out I was uninjured, and so I point of the home, and its one concession
can only wonder as to the origin of the to true vanity, was the terrace. Behind the
blood down my front. I was far luckier than home, the veranda offered a breathtaking
one of the men who had accompanied us, view of the Lightless Wood, stretching out
who had been killed during the skirmish, or endlessly away from the manor. Low
Adsel, who had taken a bullet to the arm. benches allowed visitors to observe the
Of the moor man, there was no sign. During grandeur at their leisure. The small brown
the battle, the beast had apparently slipped bricks would have cost a fortune to import,
its tethers, somehow, and made off into the but their expense paled in comparison to
swamp. In the brief search we conducted the doors. Floor to ceiling, the doors to the
for him, the only thing we found was a terrace were made from hand-width
tenth poacher, strangled to death and left diamonds of glass, set in wooden strips.
face down in the mud. The view they afforded to those inside the
home was just as beautiful as the one
*** without.
Mistress Emily stood in front of the
"She still hasn't come down," said the doors, gazing out over the wood, as I came
cook. I sighed. The cook wasn't a servant in around the corner. I paused for a moment,
the Blackfields' home, but rather the not quite sure if she was looking at
proprietor of the small inn in town. He something in particular or not. Her hands
delivered meals to the home in the evening, were raised, her fingertips barely brushing
however. This was the fifth night in a row the cold glass. Her face was the same blank
that Mistress Emily hadn't come to meet mask it had been all the way home from
him. that bloody journey into the swamp.
"She attends her father," I lied. "I'll "Mistress?"
fetch her. In the meanwhile, you can leave She ignored me. I stepped closer to
it with the boy." He nodded and wandered her, trying to look out in the same direction
off to find the Blackfields' servant boy, and I as she. Beyond, the fog had just begun
set off to seek the mistress. It wasn't a long rolling in through the trees. I shuddered,
search; I knew exactly where I would find remembering the cold, damp embrace of
her. the Mists on the crossing from Souragne. I
was within arm's reach of the mistress

38
before I spotted something. At first I in retreat for the moment. I sighed again
thought it must be a shadow, or a smaller and turned to leave.
tree, but the longer I stared the more The fog outside of the large picture
certain I was that a slender figure lurked at window in her room swirled violently, as if
the very edge of the tree line, still shrouded someone had been standing just outside
by the invasive fog. and had fled at my arrival. A shiver clawed
"Mistress?" I whispered. its way across my spine, and I returned to
"What?!" she snapped, wheeling on me my own room, making sure to leave my
and snapping her arms down. As she candle lit and the adjoining door standing
turned, I drew back in fear. Her eyes were open.
wide, and in them I saw the brief promise
of indiscriminate violence. In a single blink, ***
the turmoil inside was banished, and her
face was wrought with concern. At breakfast the next day, Lord Mayor
"Is everything all right?" She glanced Philip seemed a little weaker than usual,
upwards, to the second floor. "Is something although it was hard to pick out from his
wrong with my father?" usual tremble. He had a faint cough,
I shook my head. "Dinner's arrived, however, which was unusual for him. By
mistress." that evening, he was too ill to come down
She nodded and headed down the hall. to dinner.
I paused for a moment, staring out the Illness was, of course, a common
small panes of glass, scouring the tree line, occurrence, so no spare thought was given
but of the spectral figure there was no sign. when the house maid came down with a
Mistress Emily said very little through slight cough the next morning. The
dinner. It had been that way since we had Mordentish bore illness with as much
returned, and I was little surprised. I often stoicism as they did every other hardship.
found my thoughts drifting to the faces of There was no complaining to be heard
the poachers that had died, and I cannot when the occasional ague swept through
imagine how much heavier such events the area. I'm sure the granny women in
must weigh on mistress Emily's mind. their shacks just beyond the outskirts of
That night, while tossing in my own town saw a profitable upswing in the
bed, I heard my mistress weeping softly in number of late afternoon visitors wanting to
the next room. After a moment of weighing purchase an 'herbal tonic,' but beyond that,
the value of her comfort against her dignity, the coughs and sniffles were born in
I lit a candle and crept to the door, opening resolute silence.
it a tiny sliver. My mistress did not sit up or By evening, however, it had become
react, and I began to close the door, sure clear that Phillip Blackfield was taking this
that she was still asleep, when she spoke. illness especially hard. A priest arrived just
"Surprised," she sobbed. "Both looked before nightfall to bless the old lord as he
surprised." coughed in his bed. I attended my mistress
I sighed and pushed my way into the as she sat in his room, although I wished I
room, as quietly as I could. Even as I might have been elsewhere. The ugly
neared the mistress's bed, she went quiet, coughs he made were horrible. Wet and
and drawing closer I could see her hacking, so deep they seemed to bring on a
shoulders relaxing, the terrors of her mind full body convulsion with each spasm of his

39
lungs. He was mercifully beyond his own The late Lord Phillip's maid was the
senses, lying with half-lidded eyes rolling next to go. She left late that night and
about aimlessly, each labored breath a never returned, but three days later, a girl
promise that it would all be over so, so from town brought word that she had died
soon. His face was perhaps the most in her bed, her face starred with the same
horrible part. Small white blisters formed white blisters as the Lord Mayor. The
around his mouth, and had spread across message was punctuated with wet coughs,
his cheeks and even up to his forehead. but by that point a score of people around
They reminded me, perversely, of the starry the manor and in town had developed
tattoo of the moor man, and I tried coughs too.
desperately to focus on the face of anyone Within a week, a half dozen more
but Lord Mayor Phillip. people had died. Whispers began circulating
The priest, Lord Phillip's maid, the that Lord Mayor Phillip rested unquietly, and
granny lady who came late, late in the sought to bring his entire town with him to
evening, all of them bore the same face the beyond. By the end of the second week,
that the Mordentish wear when confronting they sent for a priest of Ezra to lay the spirit
adversity, as though they had all donned to rest. When the priest finally arrived four
masks carved from pale stone. Only my days later, half the town sounded like their
mistress failed to keep this mask up. She chests were soggy drums, relentlessly
watched her father, never moving, her head beaten by the rhythmless hands of
cocked to one side. I didn't speak to her. pestilence. Two days after his arrival, he
Her father was dying. Other people, the awoke coughing himself.
very old or very young, might soon follow. There were brief rumors that Lady
When he did go, she'd be expected to step Emily was herself the source of the trouble.
into his shoes immediately. And of course, But the isolated group of malcontents who
she'd shot and killed two men recently spoke such stories were found shortly
enough that the clothes she'd done it in had thereafter, victims of an especially swift-
yet to be laundered. There were too many moving case of the pox, their faces mottled
feelings in her head right then, and I didn't white from their numberless blisters and red
need to be adding any others to the mix. from the flecked blood of their own coughs,
By breakfast of the next day, Lord and those rumors ceased, replaced
Phillip passed beyond. I alone attended immediately by rumors of preparations for
Lady Emily Blackfield at her dining table, flight.
while the other servants scurried through Four weeks after she had become Lady
the house, covering mirrors and stopping Mayor, I heard the message I'd been
clocks. She seemed adrift, as if she couldn't waiting for, and came to deliver it to the
quite decide how to feel. For the entire mistress. The manor was deserted, and I
meal, she ate in silence, thinking private walked room by room, remembering the
thoughts. Finally, she placed her fork down people who both lived within the house, and
and turned to me. brought life to it, looking for my elusive
"Well Lilah," she said, "what shall we do mistress. After searching for her through
now?" the study and the den, I remembered the
boy. The Blackfields' servant boy had been
*** a ward of the family for some time, and
when he had taken ill, the house staff had

40
laid him up within the manor itself. Of staring at the swamp, sighing once more.
course, I was the last remaining servant, "The people are leaving," I said.
but I tended to him still. I finally found the "Dying?" she asked. "I know. The priest
lady in the boy's room. didn't help."
Heavy breaths echoed from the walls as "No," I said. "The healthy ones. The
I entered. The boy was no longer able to sick ones will go too, but they'll perish
speak, and was reduced to the same before reaching the next village."
delirious eye-rolling that Lord Mayor Phillip Lady Emily sighed. "Within a day, or a
had been. Lady Emily crouched at his side, week, everyone will be gone or dead. We'll
leaning over the boy's form. At first I leave nothing behind us but empty buildings
thought she was changing his blanket, until and pox-speckled corpses." She stared for a
I realized she wasn't moving. Rather, she moment longer, and then a curious smile
stood poised, her head scant inches from came over her face, as if she could see
his chest, listening to the boy's debilitated something in the rolling fog that I could not.
breathing. Such a smile, in such a dark time, made my
"Mistress?" My horror softened my skin crawl.
voice to a whisper. With feline smoothness, "Is it just me, or do their faces remind
my mistress craned her neck to look at me, you of the moor man?" she asked.
not straightening up from her pose. I swallowed. That hateful old visage
"I can hear his heartbeat," she said, her had haunted my dreams, as much as the
voice so low it was almost a hiss. men we had seen gunned down. The
"I... I bring word," I stammered, plague victims hadn't helped to banish it.
gesturing to the hall. "They do, mistress."
My mistress stood and swept from the "I wonder what it's like for them."
room. She did not pause in the hall to listen I began breathing again, touched by
to me, but instead kept walking. I followed this familiar display of empathy. "The
her, too stunned to know where to begin. plague victims pass beyond reason before
Lady Emily finally stopped before the great the end, mistress. If they feel anything, I
doors of the terrace, staring out at the believe it's peaceful."
swamp and heaving a great sigh. "Don't be silly," she snorted. "They
"He suffers," she said, touching the struggle for every breath, even as their own
cold glass with her forehead. lungs reject it. Even in their delirium, you
"I know, ma'am." can see their terror. But I didn't mean
She raised her hands to lie flat on the them." She waved a dismissive hand in the
small panes of glass, her fingers making a boy's direction. "I meant the moor men."
slight squeak as she dragged them down. I stood there, mouth agape, for a time.
"Would it be a kindness, do you think, to I could scarcely fathom what she was
end his agony?" She still stared at the mist asking. "The... the moor men?" I managed
rolling through the trees, made luminous by finally.
the swollen moon. When she wheeled around to face me,
"He is young and strong, lady," I said. I felt the surge of terror I had felt the first
"He may recover yet. And civilized folk don't time we had been in this situation, only this
go about killing one another." She didn't time there was no recognition in her face,
respond, but instead smirked and stood no softening of her savagery. Her eyes were
wide, her lips drawn back in a hideous leer.

41
"Yes," she said, stalking toward me. I "Lilah?" she asked, her voice laden with
tried to back away slowly, at the same time concern. "Lilah, you're shaking. Whatever
trying to fight the urge to bolt from her has frightened you so?"
presence. "The moor men. What must it be
like? To live with no demands? No weeping? ***
Did he lay awake that night, do you think,
wracked with visions of the man he'd Sleep would not come, of course. I rose
strangled?" and paced the room, putting things aside
My back hit the far wall, and I jumped, that we must take, and consigning the
realizing I had nowhere left to go. "No things that I must leave. I'd already
mistress," I said. "The moor man is a decided, before I knew that I'd decided.
primitive. He isn't enlightened like the most When the boy passed, the mistress and I
of men. He doesn't understand the value of were going to leave. We had to leave. The
a human life." My voice quavered with a town had become an anchor, dragging all of
fear I hadn't felt since I'd fled Souragne. us down with it. If the mistress and I were
Even the gunplay in the swamp paled in still healthy, we had to leave before it pulled
comparison to this, the fear I thought I had us too deep to extricate ourselves.
left behind with the voodoo men and The town falling apart had affected
granny ladies of my birth land. Emily Blackfield in a way that was as
Emily lunged at me, and I flattened profound as it was twisted. We saw it in
against the wall. The mistress pulled up just Souragne from time to time. We said that
short, staring into my eyes from a distance such people had heard the song of the
intimate enough for a lover. After a pause, cypress — men and women who lived alone
she leaned her head in to one side, her lips in the bayou, who abandoned the twin
close enough to brush my ear. pillars of civilization and culture. Wild eyed
"Maybe they understand the value of a and crude, those who heard the song of the
life just fine," she whispered. Inhaling the cypress were little better than the moor
scent of my skin with a deep breath, she men of Mordent.
leaned to the other side of my neck and It had all started with that damned
repeated the feral gesture. One of her moor man, I thought. Mistress Emily had
hands gripped my wrist, sapping my killed, had crossed the line from civility to
strength to resist. barbarity, for one brief instant, to save that
"Maybe they know the symphony of the beast's life, and the experience had touched
heartbeat, the vintage of fear." She lifted her. She couldn't forget it. And then a
my arm to her face, and I whimpered as chilling thought occurred to me.
she inhaled again, her tongue darting out to She had crossed the line, and found
brush my wrist. "Maybe they know the herself trapped. There is a reason that
value of flesh..." those who hear the cypress song do not
I jerked my arm away, and this at last just pack their bags and return to
seemed to break her from her madness. enlightened lands. There is a seductiveness,
She stared at me, cowering against the a certain lustful abandon, to be found in a
wall, and it seemed as though she couldn't life without the trappings of civilization.
even understand what was happening. Perhaps that brief taste of savagery, of
murderous rage unleashed, had awoken
that lust within my mistress. What hell

42
would that create in the mind for a person room, too horrified to even plan a
forced then to return, not only to a life of consistent course for my own feet.
civilization, but as a leader of enlightened The veranda doors stood open,
men? exposing the moonlit fog crawling across
It would help, of course, if such a the terrace. I stood, staring, at the two
tormented person, torn between their figures cavorting in the distance. One bent
heathen desires and their rational and brown, visible only as a swirling
conscience, had a benefactor willing to imperfection in the mist. The second body
make their decision easier. A benefactor bounded strong and healthy, pale skin fairly
who owed the one in torment a favor. Say, glowing in the moonlight. I stared, my
his life. If such a benefactor were able to blood growing cold as I watched her dance
slip through the swamps unseen, if such a away.
benefactor could work his tainted spirit I coughed.
magic, he could make that decision very Everyone is gone now. The healthy
easy. Remove the sounds of civilization, and have gone, and the sick have gone beyond.
the song of the cypress would become I've buried the boy and the few bodies that
overwhelming. were left. My cough grows worse day by
I dropped the dress I'd been holding day. I am the last – of course I am the last.
and rushed from the room. I didn't know We were true friends, she and I, and true
how I could help her, I only knew I had to friendship is the last bond of civilization to
reach the mistress before her seducer's hold go.
became permanent. I shouldered through I believe I could escape the curse if I
the door to the master bedroom in an went with her. The curse is only meant for
undignified rush, before own shock brought the civilized. I think I would rather die
me to a halt. enlightened. I hope that I pass into delirium
The room was in shambles. Phillip before my will fails. Still, with every cough, I
Blackfield's family portrait, of himself, his know my escape is just outside. I could slip
wife, and his children, had been torn from off my clothes, could feel the cold, wet,
its mounting and reduced to shreds. The fecund earth beneath my feet, and run into
bedclothes lay in tatters, the furnishings the fog with them. They would tattoo me,
turned over and left where they had fallen. as they have no doubt done her, and I
Of Lady Blackfield there was no sign. I would run with my mistress again. We
turned and ran, a dread creeping into my would run with the other moor folk. We'd
heart. I could only pray that I could reach hunt by night. Savor the taste of fear. Feast
the boy's room before it was too late. on manflesh. Rut in the muck, heedless of
When I arrived, the boy lay still and any eyes upon us. If my spirit remains
cold. The pillow over his face might hint at a strong longer than my body, they will find
vestige of mercy, but I could too easily my remains in the manor, withered and
imagine my mistress grinning, inhaling rotted. If my resolve fails, I will join her,
sharply with every last jerk of the body and we will dance in the fog, obeying no
beneath her. I stumbled from the boy's ruler but the irresistible song of the cypress.

43
Scalies of the Sea
of Sorrows
A Van Richten Files - Sea creatures previews on reavers
Joël Paquin of the FoS

The man who has experienced shipwreck shudders even at a calm sea.
-- Ovid

Miladies, knowledgeable people in the world


regarding these horrible sea creatures. I
My name is Melano Limnetes de Louvoi. suggest the removal of this first paragraph
I am not a scholar, far from it. It is in fact, of his letter to make it more formal when
the first time I write a book something this published in the Van Richten Files - Sea
long. I can’t write as nice as bards, or like Creatures report.
scholars such as those you ladies usually
Your great uncle was right in keeping
meet or read. So you’ll understand, I was
my name as a reference on the reavers, or
very surprised by your request. The
the “scalies” as the creatures are sometimes
friendship I had with your departed uncle is
called in Lamordia and Darkon, at least in
in large part responsible for my acceptance
the maritime trade.
of your request to write this. But do not
I had a direct encounter with these
expect fantasy or poetry or epic tales, as I
scalies when I was young, and survived to
do not have this talent. I’ve written reports
tell the tale, which is a very peculiar and
all my life, but it was under my duties as
sad story as you’ll see. I was on my older
Port-a-Lucine Port Authority First Officer –
brother’s fishing boat when it was suddenly
just reports of plain facts and figures, very
attacked by a group of terrible scalies.
dull reports, but useful for my trade. I can’t
I’m the last of a family of eight. I was
do I do not know all your fancy words, or
eleven years summers old, and my dad
perhaps just cannot remember them when I
allowed me to sometimes help my brother
need to. So here’s my report for you,
Rémi when some of the sailors were missing
straight and without fancies. I hope you
at boarding time. I would sometimes pray
won’t be bored when reading it.
to Ezra that one of them would get too
LWF – Gennifer, monsieur de Louvoi is drunk tired to get on board, so I could go to
perhaps not a bard superbly skilled with the sea with my brother, and I was glad that it
pen, indeed, but his writing on reavers is happened fairly often in the summer. On
conceivably from one of the most these days, I helped my older brother and

44
his crew, helping with the sails, the nets, the screams of fear and pain of the
and even sometimes taking the wheel, drowning sailors, mixed with the sound of
when Rémi was busy unloading the catch in crushed bones for those who resisted.
the hold. Then, as suddenly as it started, the
As you know, the fishing boats are scalies went back to the sea and the boat
usually back to port before sundown. That was left empty and silent. I was alone. The
day in August, the nets were filled with rare only trace of my brother and the fishermen
abundance, and my brother decided to stay was a few pools of blood on the wooden
longer at sea, to take advantage of the floorboard, brilliant under the first rays of
bountiful catch. That day, the nets were full moonlight.
right when thrown in the water, and my But the scalies didn’t kill me, or throw
brother saw it as a great me in the water with
source of profit. The the others. During
overflowing nets took a their attack, a few
long time to empty in the came toward me,
hold. Also, we were aggressively, but
seeing more schools of changed direction after
great tasting thazards looking at me with
moving around the boat, their cold fish eyes, as
their silvery shape daring if they changed their
us to catch them! My mind, pushing me out
brother and his crew of the way, hard, with
really thought providence their scaly bodies.
was with us… but Then they all jumped
something more sinister back into the dark sea
was happening, and I and I was left alone on
would realize it only the boat, shocked. The
years later. large claw marks on
The boat was filled the hull helped make
like it never was before, my story believable
and it was slowly going when the boat was
back toward Port-a- towed back to Port-a-
Lucine, but it was quite Lucine the next day.
late and the sunset was To this day still, I
nearly ending. My brother Rémi was very do not understand why those monsters
pleased of the catch, and shared brandy spared me while they threw my brother and
with his crew. Even I could get a small sip all the other sailors in the water with great
of alcohol. Everybody sang and didn’t care if force and brutality, to eat them I assume.
our boat came back to the port very late … But when I became an adult, now hunting
Suddenly, the scalies stormed the boat, scalies with vengeance, and collecting
coming at once from all sides of the ship! information on them, I found other persons
And within about a minute, all the men who were astonishingly spared in similar
were thrown in the water by the scalies and attacks when they were young.
drowned. There were maybe eight of them? Within the last twenty years, I've read
The attack was awfully brutal, and I heard at least three reports of raids inland by sea

45
monsters (we assume those were all reaver As a word of caution, I have to say that
attacks), all along the Sea of Sorrows coast, this essay is about those reavers found in
which mention the annihilation of a farm, or the Sea of Sorrows. Not to say that scalies
a camp, where everybody was killed and are not found in the Nocturnal Sea, they
eaten, except young children. All the are, but the reavers encountered there are
children said afterward that the sea usually less monstrous in their behavior,
monsters ignored them to focus their less “untamed,” as if they were a part of
savagery on the adults. I know that it some kind of undersea militia. Their
happened on boats too. savagery is similar when they attack, but
Why would they spare children? This is those from the Nocturnal Sea are said to be
another mystery of the Sea of Sorrows, to often led with more cohesion, often by a
which I hope to find the answer someday. sahuagin sea humanoid monster, which is
When discussing with experienced sea men, surprising considering the profound hatred
and monster hunters, the most likely those two species show, at least in
hypothesis discussed over the years Saragoss. There must be a reason for this
involved some religious belief (some kind of different behavior, perhaps the reavers
precept such as “do not kill the young,” there have bigger brains, or something is
perhaps?). But the answer to this riddle is perhaps able to control them? Another sea
possibly something completely different. If mystery, again.
miladies have an answer to it, I'd be curious Many legends (such as Uri Barak's Scaly
to read it. Devils of the Deep) abound on the creation
of reavers, calling them the degenerate
LWF – Perhaps it is simply a natural
offspring of sirines, former pirates cursed
principle, a cruel sense of ecology as we
for their cruelty into being reavers forever,
sometimes see in nature, or with fishermen:
or the mad creation of an ancient civilization
the reavers simply do not eat the young
that drowned eons ago. I'm led to think
until they grow up, in order to have more
most of these rumors are untrue, as I have
meat to feast upon? This topic should be
yet to find any proof of them.
researched in more detail. I'll try to get
From now on, I will try to use the
these reports from previous incidents
“chapters” you suggested in your letter.
involving reavers’ attacks and children.
You now will surely understand why I
have this great hatred for these creatures,
Physical description
which explains why I hunted these The reavers are tall amphibious
creatures in my spare time, and also helped humanoids. They average 6 feet, but some
prepare many hunters to track them. During can measure up to 7-and-a-half feet tall,
my life, I tried to hunt them as often as I and they are completely covered with large
could, which unfortunately wasn’t very fish scales, except on the face. At the leg
often, as they are elusive on the Sea. But I and arm joints, on the forearm, the
tried to collect as much information on them shoulders and on the spine, these scales
as I could find. I tried to keep only first- become elongated, sturdy and dangerously
hand information, but you’ll see that I often sharp, like thin steel nails or razors.
resorted to other sources, and even Touching a reaver’s body should be done
recorded some wild rumors about reavers.

46
enabling us to differentiate them
quickly is their scale color pattern
and their scars. Heck It isn’t even
possible to differentiate males from
females, as the organs that usually
make a distinction on humanoids
are not apparent. Examining dead
bodies, the only visible difference
found is that females are usually
slightly smaller than males.
A reaver breathes in the water
through his mouth, and fills his
lungs with water. When out of the
water, the same lungs are able to
with great care. Their scale color is mostly breathe air and extract oxygen, but not for
deep greenish, sometimes with browner a very long period of time, as the reavers
patches for camouflage, or occasionally with suffocate when their lungs get dry. The
brown lines along their muscular body. skeleton of the creature is generally built in
Their expressionless heads are truly a similar fashion to a human's, with bones
horrible hideous, like that of large fishes and cartilage in similar structures.
with protuberant eyes – but unblinking, Lastly, I’ve once seen a variant reaver
fishy, bulbous, yellow eyes that watche you that had a lower torso like a sirine’s, a large
with intensity and anger, or perhaps more fish tail instead of two legs. It would seem
simply, a bestial hunger. The top of the to give some credit to those Darkonese
head is flat, with larger scales protecting it. stories that some reavers are born from
Their fish-like mouth is large, always half sirines mating with male humans, and
opened (except when savagely biting prey), having a male child (the female children are
showing many rows of small but pointed always sirines). The one of this type that
triangular teeth, like that of a shark. The I’ve spied within a group of normal reavers
bite is very tremendously powerful. wasn’t worshiped by the other reavers, nor
The hands and feet of the creatures are was it scorned.
large, especially the feet, and the ends of Also, over the years, I have found that
those are webbed like a duck’s, which their blood is red like humans'. Their bodies
explains their impressive speed when can exude a tell-tale fish smell, but a reaver
swimming. But it is a weakness on land: must out of the water for more than one
these large webbed feet hinder the creature hour to get this fishy smell.
outside the water. Reavers do not speak any human or
The hands end with small but strong other surface language. I’ve never found
claws that can inflict terrible wounds. I any report where a reaver spoke a human
know the nasty creature takes pleasure in tongue. On land, they communicate
gutting its prey while they are still alive. between themselves with a harsh, clicking
Given these strong natural weapons, and hissing language that is enormously
reavers never use other kind of weapons. difficult for humans to try to imitate.
They do not wear any jewels or tattoos or Underwater, this strange language is
similar status marks, and the only thing

47
completely silent to humans, as it somehow lairs are often filled with bones and other
uses the water in ways we can’t hear. refuse.
During the day, these lairs are always
Habitat, habits, life watched for incoming threats by hidden,
half-asleep reavers. An unmoving reaver in
cycle and Society underwater vegetation benefits from
camouflage. From their hiding place, should
Scalies gather in clans of a dozen these guards spot something, they can
creatures individuals. About a third of this move stealthily to the lair to warn the
number will be young, but be careful, those others of incoming threat or prey. Then, the
can be as vicious as their grown-up entire clan rushes out, seemingly out of
relatives. At the early age of 7 or 8, they nowhere, to attack and destroy this
start following the clan on raids. menace.
The strongest hunter among the The area surrounding these lairs is also
reavers is the leader of the clan. This brutal a treacherous place, with many traps ready
creature does not share power with any to catch the unwary. These traps are
other reaver. Infighting is frequent, as the typically floating lassos made to look like
clan leader is often challenged. Their only drifting sea weed, with poisoned barbs or
value is the survival of the clan, and all else shards of glass in them.
is unimportant, making them often act like As I said, during the day, these
monsters and savages. creatures sleep lazily near or in their lair.
From what I know and have read about They are mostly only active at night, from
them, I estimate their life expectancy at sunset to sunrise, but if they see a boat
about 75 years, but being brutal creatures, passing nearby, they can rouse sooner, as
few of them live that long I suppose. when my brother's boat was attacked. Their
Reavers are not nomadic; they have trips inland, however, are absolutely always
lairs which they can keep for years before in the dark.
moving elsewhere. In the Sea of Sorrows, Their sense of territoriality is very
these lairs are located in deep places – strong, and aggressively enforced: any
about a hundred feet deep, often rocky intelligent creature in its vicinity will be
holes, or coral reefs made
dangerous by the incessant
moving of waves. When this type
of lair isn’t available, they live in
nearly impenetrable, thick forests
of sea weeds and kelps. These
lairs are usually difficult to find, as
they are hidden, and very few air
bubbles come from them to betray
the reavers’ presence. Inside, it’s
usually only one chamber, where
they live all together. It is
surprisingly not very large for a
clan of about a dozen reavers. The

48
hunted and killed, or made to leave after land is about 12 hours, maximum, and I’ve
gory accidents or a show of power. They rarely found evidence that they’ve stayed
will attack isolated farms and campgrounds, out of the water that long. After that time,
and any settlement large enough to be a they start to asphyxiate from lack of water.
threat is savagely raided by night, and in an Their large webbed feet are not adapted to
extremely bloody and gory way, as a walk on land, and they are slow, their steps
message to the other people living there to awkward, and the reavers leave large
leave the area, and not to try to pursue tracks, which makes them vulnerable to
them. organized vengeance. For all those reasons,
I’ve seen the results of many of these they prefer to raid areas located a mile
raids, and those body parts left behind inland at the most, so they can attack with
uneaten are very difficult to identify; the lightning speed and safely retreat into the
usual bloody head stuck on a pole is also water.
often maimed beyond recognition. The Reavers can freely travel in the salty
numerous web-footed tracks leave no doubt waters of the Sea of Sorrows, or in the
on the culprit of those terrible massacres. fresh waters of the core’s rivers. But their
They are merciless and will kill anyone they preference is definitively for the Sea of
find, and even the dogs and farm animals. Sorrow’s saltiness.
The only mysterious exception, as I wrote, Rarely, outcast reavers are encountered
being any young child of less than 10-12 inland, in fresh water rivers, in a lake, or in
years old. the largest ponds. Those scalies can swim
Very rarely, we also have confirmed far inland but, being alone, they are not as
reports of the scalies abducting people and hostile about their territorial claims, and do
bringing them to the sea. Why would they not attack unless people come alone into
do that is another mystery, and perhaps their lairs, or cross their path. I believe that
one we do not wish to know. Your uncle outcast reavers have either failed to protect
had a theory that they are possibly bringing the lair from outsider attacks, or led a
food to a dying matriarch or patriarch, but disastrous raid inland. Since reaver leaders
I'm not sure their savage ways include are the strongest of the clans, one should
caring for the old. I suspect something not presume that outcast are more feeble
more sinister and savage, possibly a creatures. These broody, lonely creatures
sacrifice to an undersea god? are less aggressive than their saltwater
What must be known is that they will relatives, and often eat fish and crustaceans
consider as theirs the territory around their to survive. They only hunt people swimming
lair, even if they’ve just settled there and in their lake, and are not usually known to
the human farms have been there for hunt on dry land.
decades! Many people have been savagely
killed in the coastal areas because of this Abilities
aggressive sense of territoriality. From
Like sharks, reavers have a precise
many reports of reaver attacks and
vibration sense that enables them to feel
retaliatory hunts, I now estimate this sense
the presence of other creatures in the water
of territory to extend about a quarter mile
around them, even in complete darkness or
to half a mile, maximum, around their lair.
At least, these attacks happen only
near the coasts. I believe their survival on

49
movement, and may use it to remain
hidden inside the school of fish. This is
probably what the reavers did when they
attacked my brother’s boat. They used it to
fill my brother’s nets, making us extremely
late and unable to reach port before the
sunset, so they could attack us in the
dark...
I’ve also had one report of reavers
summoning crocodiles, but I’ve never been
able to confirm this information. It is
doubtful they can do this, as crocodiles (and
also alligators) are quite rare in the Sea of
when blinded. They use this sense to know Sorrows. Another report has them using
the number of people in a boat, and their sharks as mounts, but I can only guess that
approximate location inside the boat. They people confused reavers and sea devils
also use this sense to attack people when sahuagin.
they are alone.
While the reavers are generally stupid Threats and strategies
and aggressive creatures, not known for
subtlety, and spellcasters are unknown Scalies are evil and malevolent: they
like to destroy fishing nets when they can,
among them, some of them have developed
cut anchor ropes to let a boat drift, etc.
druid-like salient abilities that make these
individuals even more dangerous. They do it just to be annoying. Few are th
One of these supernatural powers Very few are the coastal cities and towns
enables such a reaver to animate kelp and that do not report any problem with reavers
seaweed to ensnare its prey. You in any given year.
A reaver can eat any kind of meat or
understand this power is, of course, quite
fish, but it prefers sentient creatures, and it
deadly for those who need to breathe air! It
keeps you in place if you are unlucky, or seems unfortunately that humans are their
slows your movement by half. Either first choice for meals. They are not at all
interested in our dry land manufactured
scenario is often fatal, as reavers will use
items, but can be known to ransack a boat
their impressive swimming speed to attack
any entangled air-breathing prey. or a farm apparently just for the fun of it,
without taking anything.
Another of these underwater powers is
to move debris from the sea floor upward, They mostly attack swimmers and small
obscuring vision, but not for the reaver who boats, but have been known to swarm
larger targets after using simple strategies.
can then use its shark-like senses. This
surprise power can again weaken and They also like to hunt inland, up to nearly a
confuse even the most prepared mile as I wrote earlier, posing a threat to
adventurers. any isolated farms or settlement. At night,
they may also be attracted by the light of a
Another of their known abilities is a
campfire near the water.
strange control they can exert over a school
of fish. The reaver using this power Reavers attack at night, and usually in
summons a school of fish and controls its the most brutal way. On land, they run

50
toward their target and claw them, as well pieces before we could do anything. It was
as bite. Whenever they can get a good grab like watching a brutal shark frenzy.
at their prey, they will also try to grind their With that said about their low intellect,
victims along their spiny and sharp scales. scalies sometimes have manifested minimal
They only stop to eat when all visible tactical planning. In 754, in Martira Bay,
victims are dead and have been torn to they cut the anchor rope of the merchant
pieces. boat Anakapalle from Sri Raji during the
On a boat, they attack with surprise night, and then dragged it out of the port to
and grab their prey, then throw themselves attack its crew where they could not be
into the water while maintaining their grab helped. By chance, one person realized that
on their prey and biting/raking them with the boat was being moved and alerted the
savagery. Easier prey will be simply grabbed crew, who were able to prepare to repel the
and pinned to the bottom to drown, and creatures.
then torn to pieces. Another time, in 756, they used the
Being undisciplined, and of low same trick to drag the passenger boat
intellect, they usually do not use a lot of Rabrunain toward the treacherous reefs in
strategy, other than being swift and brutal, northern Lamordia.
but I have to report that they are In conclusion, I’d like to remind would-
sometimes known to make basic diversions be hunters how difficult this chase can be,
when facing prey in larger amount than as reavers will retreat to the water when
their number. facing any true threat (when facing a
I’ve seen a reaver stand on a rock number of humans at least triple their own
when it attacked a canoe near the edge of number, or when half of their force has
the sea, to give the impression that the been brought down). Chasing them into
water there was shallow. One experienced their lair is extremely dangerous, nearly
fighter was lured by it and was surprised to foolish, and I prefer to hunt them by
find the water much deeper than he had ambush on dry land. The creatures shun
thought. A deadly mistake, as the reavers fire, so this weakness can be used against
then used their remarkable swimming speed them, to push them back to the water, or to
to attack and run. The man was cut into make them follow the trail where you have
set your traps. Remember, these beasts
are deadly, but of low intelligence.
I sincerely hope this information
will be of use for you and your readers.

Melano Limnetes de Louvoi


Port Authority First Officer,
Port-a-Lucine

51
Universal Abilities: Salient Abilities (rare):
Amphibious (Ex), Cutting Scales (Ex), Sea weed entangle (Su) as per the
Improved Grab (Ex) – see Denizens of druid entangle spell, but underwater only.
Dread. Range is short (50 feet) and area of effect
Camouflage (Ex) Since a reaver’s is a 20-ft.-radius spread. Duration is 1
scales blend with underwater plant life, minute. The DC to resist the spell is 16.
immobile reavers are able to remain Swimming speed is affected.
unseen in this environment: it takes a DC Obscure water (Ex) by summoning
24 Spot check to notice its presence. material from the sea floor (a mix of
Blindsense (Ex) As a shark, reaver can whatever available there: mud, kelp, sand,
locate all creatures underwater within a seashell, etc.), a stationary globe of water
30-foot radius. This ability works only when in a 20 foot radius becomes opaque. This
the reaver is underwater. While lurking blocks all vision beyond 5 feet (including
under a boat for three minutes, it can also darkvision, but the reaver can still feel the
use this sense to estimate precisely how exact location of its prey with its
many persons are in a boat and their blindsense). Range is 30 feet, and duration
location. one minute. In these conditions, a creature
Water Dependent (Ex) Reavers can 5 feet away has partial concealment
survive out of the water for 1 hour per (attacks have a 20% miss chance).
point of Constitution (after that, refer to Creatures farther away have concealment
the drowning rules of the DMG). (50% miss chance, and the attacker cannot
use sight to locate the target). This ability
Feat solely functions underwater.
Swim-By attack [Monstrous] Summon school of fish (Su) A reaver
Prerequisites: Swim speed higher then using this power calls a school of ordinary
land speed fish between one inch long to about eight
Benefit: When you are swimming and inches long maximum (the school of fish
use the charge action, you may move and typically fills a space between 10’ and 20’
attack as if with a standard charge and radius around the reaver) and is able to
then move again (continuing the straight hide within it (DC to Spot from the surface
line of the charge). Your total movement is 30, and 25 for observers under the
for the round can’t exceed your swimming water). A reaver within a school can alter
speed. You do not provoke an attack of the school’s movements in the direction it
opportunity from the opponent that you wishes (e.g., to approach a target unseen,
attack. or to lure a fisherman’s boat with a
Special: A reaver may select Swim-By bountiful catch).
Attack as one of his bonus feats (an option
to replace Cleave or Power Attack)

52
Sennentuntschi
A lovable monster
By Kai D. Kalix aka Kadarin
kdkalix@gmx.de

The sennentuntschi is a special kind of


Sennentuntschi “straw” golem that can only be created by
Climate/Terrain: Cold/Mountains young men in the moun¬tains, more
Frequency: Very rare specifically, by young herders sent to tend
Organization: Solitary the livestock (in most cases, cows). It
Activity Cycle: Night doesn’t require magic to create a
sennentutschi, or at least, no more than
Diet: None
subconscious magic. All sennetutschi are
Intelligence: Average to High (8-14)
female, appearing at first to be human.
Treasure: Nil
Alignment: Neutral evil Combat
No. Appearing: 1 The sennentuntschi can change her
Armor Class: 5 fingernails into sharp steel claws, which she
Movement: 8 has created out of the pitchfork that was
Hit Dice: 6 used to awaken her (2 claw attacks for1d8).
THAC0: 14 She also has a bite attack (1d2) which
No. of Attacks: 3 seems not to be very effective but can be
Damage/Attack: 1d8/1d8/1d2 poisonous. Against young men she can use
Special Attacks: Charm (see below), a charm attack.
poison, other attacks possible, minions She will normally only attack men,
preferably young ones, and kill them,
possible
sometimes by skinning them alive. She also
Special Defenses: Immune to fire, cold and
has some other attack forms (see below for
non-magical weapons, golem and undead
the glass bottles) which will not be
immunities discussed here further.
Magical Resistance: Nil When on a rampage, a sennentutschi
Size: M will kill one of the youngsters by skinning
Morale: Elite (13-14) him alive and then throwing him down the
XP Value: Varies mountain¬side; the others will be killed by
relieving them of some vital organs.
Note: The sennentuntschi (this is the Swiss Sometimes she skins all the humans she
name for the creature) is an old myth from kills, throws away the bodies, and stuffs the
the Alps. skins with straw. The reason for this
behaviour is un¬known, but it is rumored

53
that some sennentuntschis can awaken
Ecology
these figures into lesser golems, which
serve her – especially when she plans to These golems are created by young
continue down the mountain. In these rare men herding goats or cows on the
cases, a Sennentutschi has been known to mountains. These men use straw, cheese, a
go down to the village from which the boys pitchfork, a sack, and between one and
came, killing any¬one she meets. three glass bottles to build a simulacrum of
a female, which they then lay with. On the
Habitat/Society third night, the creature awakes – as a
young, beautiful, scarcely-clad, and very
Sennentutschis exist almost exclusively
dangerous woman – and kills the young
in the mountains. They were first reported
men. It is not known if the sennentuntschi
by rural Lamordians, living in the shadow of
is possessed by an undead spirit or a
the Sleeping Beast, who gave the creatures
demon – or both.
their name. But they have since been
To destroy a sennentuntschi, a priest
spotted in other regions, along the Balinoks
and a wizard (or similarly gifted magic
and the Mountains of Misery. They have no
users) are needed. Unfortunately, every one
society. Although there are stories of some
of these creatures is rather unique; so it is
of them talking, or at least grunting, this
not known which spells actually work
has never been proven (because very few
against them. But it seems that at least turn
have survived an attack by a
undead and some kind of disintegrate spell
sennentuntschi, and those who did don’t
are needed.
want to talk about it).
Don’t ask about the cheese. And do not
even think about the bottles.

54
Ol’ Reaper
By Matt “strahsbuddy” Doyle
matthewmdoyle@gmail.com

The shifty-eyed barman returned from good man. Indeed, if Ol’ Reaper is as strong
his cellar with a dusty black bottle. The as I remember, you are quite prudent to
yellowed label had been printed with a skill take care of such business while my friend
that age could not mute. It depicted a and I are still able to manipulate our purse
powerful black stallion whose haunting eyes strings!”
fixed on the observer with accusation. The The barman chuckled nervously and
ornate script declared the contents as “A gave an aquiesant grin to his patrons as he
Peated Malt Procured in the Pristine broke through the seal with his corkscrew
Western Muskegs by Master Distillers in and skillfully unstoppered the bottle with a
717.” The two revelers stopped their low, hollow thunk that seemed to bounce
conversation to look at the newly introduced off the empty glasses and sounded slightly
inebriant. A palpable silence fell over the like a heartbeat. He placed the cork on the
entire room, and the walls seemed to close bar, exposing the bottom of it to the
in on its only three occupants, centered on drinkers so they could see the genuine
the bottle. Butterflies very nearly emerged “717” branded on it. Nearly invisible wisps
from their cocoons in the bellies of the of smoky vapor wafted from the bottle as
patrons before one regained his voice. he poured, and the odor quickly filled the
“I say, I cannot get drunk off the looks empty bar. Placing the bottle between the
of this bottle.” He gestured toward the two half-filled tumblers, he politely reached
corkscrew in the barman’s hand, “Won’t you for the purse. “You have an eye for value,
put that to good use and open it?” m’Lord. I am impressed you would have
“Beg pardon m’Lord,” the barman even known we had this bottle here; there
replied sheepishly “but this is the most are not many left.”
expensive bottle in the entire tavern, most “Indeed there are not. I am thankful to
likely the entire town. I hope not to offend you—and most likely your predecessor
if I might ask for its purchase to be settled behind this bar—for taking such good care
before it is shared.” of it for so long.” He took the bottle by the
The first drinker choked down a scoff neck and rose. “Come, Maurice, let’s leave
with a rehearsed condescendence, but his our host to his duties and enjoy our special
mate interrupted whatever chastising he treat at that quiet table in the corner. Our
may have had planned for the insolent tongues are sure to be loosened by the end
tavernmaster by dropping a silk purse on of this first glass.”
the bar, met with the sound of a healthy
jingling of coins. “No offense taken, my

55
before reaching his destination, the horse
Background
bucked his rear hooves into the chest of
Wilfred Godefroy’s suicide in 579 was one of his handlers and the poor man died
mourned by few. He was arrogant even by of his injuries. By the time Brenin put his
noble standards. His servants whispered hooves on Mordentish soil, his nickname
that his harsh public persona was just the had followed him off ship: Reaper.
tip of an iceberg of malice that he would Lord Godefroy hired a pretty young girl
exhibit behind closed doors. He had a by the name of Charity Bliss to be Brenin’s
reputation as a man that was truly without personal groom. There were whispers that
love. However, Godefroy did enjoy one the old man had such a spring in his step
thing above his power-mongering and after his visits to the stable due to the
occasionally miserly ways. There was indeed charms of Miss Bliss. A more vulgar rumor
something that he was genuinely proud of said it was the stable’s other inhabitant that
and cared for with an almost childlike entertained the old grouch from Gryphon
reverence: his horse. Hill. Regardless, Godefroy proudly trotted
Through shrewd negotiation and the Brenin through town almost daily. The two
calling in of a few favors owed to him, would gallop at breakneck speeds across
Godefroy purchased the rights to a colt the moors, and Godefroy suddenly seemed
trained by master breeders across the sea. to have the vitality of a man half his age.
He had spent a small fortune for the animal, Perhaps because of this, he began courting
not least because a horse of that bloodline Estelle Weathermay, two decades his junior.
had never been sold ungelded to a Godefroy’s obstinence at the suggestion
foreigner. Godefroy read correspondence of breeding his prize stallion bothered the
from his breeders with a near giddiness that local ranchers. The price paid for the beast
was well outside his character, and over the included his bloodline, and it was
years his infatuation with the animal had considered a tremendous waste for such an
reached levels of obsession before it even asset to be brought to the sleepy seaside
arrived in Mordent. He learned that the colony and not be utilized. Kattle Lisbury in
breeder called him Fahd—meaning particular had the money and the mares to
panther—due to the horse’s black color. In make such an endeavor profitable for
fact the white blaze on the animal’s snout everyone involved, but Godefroy publicly
was considered so unique that the breeder rebuffed him and sent him back to his
demanded more money. It was gladly paid. “filthy pen in the swamp” in a rage. Lisbury
When the letter arrived informing him that tried the local thieves’ guild but they would
his prized steed was at last on its way to not dare act against the Lord of Gryphon
him, Godefroy paid for the renovation of the Hill. Finally a foreign rogue named Malcolm
stables in Mordentshire so that they would agreed to take the job due to its twisted
be suitable for the mount of a king. He had sense of romance.
decided he would rename the horse Brenin Malcolm was not prepared for the
and he would indeed be treated like royalty. ferocity of the horse, nor for the loyalty of
Brenin earned another name during his its groom. Charity dueled the thief fiercely,
voyage to far off Mordent. The fiery three- but was eventually overcome, and lost her
year-old did not take well to life in the hold right eye in the scuffle. Malcolm rode Brenin
of a ship, and he would rear violently when at a brazen gallop out of town and delivered
anyone came near him. Several weeks him to Lisbury at a secret location in

56
northern Mordent where the Ol’ Reaper all foals born the following spring be
eventually resigned himself to his fate of destroyed, his men carried out the order
studding two dozen or so mares as quickly with considerably less enthusiasm that he’d
as Lisbury could get them switched out. have liked.
In town, Godefroy was livid. He Godefroy had little patience for Lilia. In
dispatched his personal guards to find addition to being born female, depriving him
Brenin and exact justice on whoever would of a “proper” male heir, she had always
dare to steal him. His paranoia was such been a queer child, and he did not care for
that he suspected the entire colony of the patronizing way the other nobles spoke
wanting his prized charger. He posted an about her. Wilfred considered the girl an
enormous reward for information about embarrassment. Brenin, on the other hand,
Brenin, and was overheard loudly berating loved her. He was always calm around
his future father-in-law Byron Weathermay Estelle and Lilia, and longed for the days
for allowing such lawlessness in the middle when his master would take them all riding
of his town. A young orphan known as on the chalk cliffs overlooking the waves.
Tangle had pieced together the crime by As recounted elsewhere, Wilfred
eavesdropping in taverns and headed out to Godefroy lost his temper and killed his wife
recover the animal. and child on a stormy night that awakened
Tangle made it to Lisbury’s secret stud the energy of the House on Gryphon Hill.
farm to discover an exhausted Brenin. He Though he felt no remorse, Godefroy had
saddled the horse and rode him back to no interest in being tried for murder by his
town, his mind full of how his life would be own father-in-law. He covered his crime by
changing with the reward money in his dragging the bodies to the stable and
pocket. Just south of Hope’s End on the Mill bludgeoning them with horseshoes and
Road, Tangle was spotted by Godefroy’s metal instruments. Brenin watched with
guards. They pulled the boy out of the confusion as two of his favorite humans
saddle and beat him to near death, not were abused in such a way. The animal had
waiting for any explanation regarding what always been smarter than normal for his
he was doing riding down the road on a breed, and if he had feelings, then he must
stolen horse. They found a sturdy elm have certainly been saddened by the scene.
branch that hung over the Mill Road, made Nothing could have prepared him, though,
a noose, and executed Tangle for the crime for his master calmly walking up to him and
of horse thievery. They left him there as a placing his hand on the mane and snout of
warning. his beloved steed—favorite pet, trusted
Brenin returned to his pampered life companion—then putting the pistol to the
in the new stable constructed on the horse’s head and ending its life.
grounds at Gryphon Hill. Godefroy soon Godefroy ran tearfully into town to
married Estelle, who joined him at Gryphon recount how Brenin had been spooked by
Hill, and in time, their daughter Lilia was the storm and in his thrashing killed both
born. Godefroy became more and more Estelle and Lilia when they went to calm
suspicious of the residents of Mordent. He him. Godefroy deviously spun a tale of how
questioned the loyalty of everyone in the the animal had finally gone wild, how he
colony. Tangle’s execution was not had always been the Reaper that the
particularly popular among Mordent’s stableboys had called him. The only thing to
residents, and when Godefroy ordered that do with the animal was to destroy it before

57
it hurt anyone else. Wilfred sobbed deeply dreams or waking hours with the accused
at the telling. He wept through his wife and victim in its saddle. After this, Ol’ Reaper
child’s funeral and then again at the pyre will give the haunted a chance to mount it
for the horse’s corpse. He retreated to his and if the offer is accepted, it will travel to a
lonely mansion on the hill and was left local law agency, or another place where
alone for a year. He dismantled the stable there is a chance to make amends. If the
where he claimed the horrible accident had haunted refuses to do so, Ol’ Reaper will
taken place piece by piece. Finally, begin nightly visitations which increase in
overcome with grief, one year later, he left terror and severity until the haunted is
special instructions for his body to be eventually killed.
interred at the Mausoleum at Heather Ol’ Reaper is a moderately well
House to keep his soul from the sadness at known bogeyman in Mordent. It is
Gryphon Hill, then took his own life as well. completely resistant to the control of the
The legend of Ol’ Reaper became House on Gryphon Hill or its master. It can
something whispered in Mordentish taverns sometimes be seen pacing around the
to spook locals. It gained credibility in 585 mausoleum at Heather House, and is
when an innkeeper complained of a perfectly harmless if left alone. When it
tremendous noise of hoofbeats and becomes aware of a potential haunting
neighing from an upstairs room. When they target, however, it rears up and lets out a
broke down the door they found their hollow whinny before charging off into the
patron, a young traveler named Malcolm, Mists and vanishing. Ol’ Reaper can be kept
dead by what appeared to be repeated at bay by using his true name, “Fahd.”
blunt trauma to his chest, a look of sheer Godefroy tends to mispronounce the foreign
terror frozen on his face. word with his aristocratic accent and
Over 100 years later in 699, a hobbyist dismisses its power over the ghost. Ol’
brewmaster in Richemulot used the name of Reaper is a tremendous nuisance to the
the legend to name his new malt whiskey. darklord during his visits to his remains in
He thought the use of a Mordentish legend the Heather House mausoleum, and it is
would help drinkers relate to the spirits that one of the few spirits in Mordent that truly
were smoked in Mordentish peat. He met frightens him.
with moderate success, and very little of his Appearance Ol’ Reaper takes the form
product is left in the world. of a powerful spectral stallion with a black
coat, a white blaze on the snout, and
Current Sketch glowing green eyes. It wears a simple
The ghost of Brenin is known by its saddle, which can feel corporeal if the
nickname, “Ol’ Reaper.” It haunts person being haunted chooses to mount it.
individuals who have escaped a death It can choose to be completely invisible, or
sentence by letting someone else take the can appear as a billowing cloud of mist.
blame, especially if the person was a Similarly, it can move silently or make the
personal friend of the real criminal. The sound of hoofbeats on a cobbled road
hauntings often take the form of slow regardless of the terrain.
distant hoofbeats which seem to get closer Ol’ Reaper is a 3rd Magnitude ghost
but stop when investigated. If the haunted which can choose to radiate fear, despair,
individual shows no remorse for his crimes, or both. Weapons of less than +2
Ol’ Reaper may appear to him either in enchantment are subject to damage

58
reduction, but a riding crop which has been whiskey has not been in production since
the target of a bless spell can do 1 point of 726, and bottles of it are difficult to find,
damage per successful strike. often fetching up to 75gp for original
Legacy Any horse that shares Brenin’s vintage. The method for making it is
bloodline will be of particularly hearty stock, relatively easy to discover, however, and
and prized over all other horses outside with the correct ingredients, it can be
Nova Vaasa. They are particularly sure accomplished with a Craft: Brewing check at
footed, allowing efficient travel over marsh DC 30, or via the Brew Potion feat.
and moorland, as well as uneven surfaces
such as sand or loose rock. They are Ol Reaper
intelligent and accept training readily, and CR 4
also show loyalty to their trainers and NE Large undead (ghost)
masters throughout their lives. Init +6; Senses Darkvision 60', Perception
If a descendant of Brenin is ever +6
mounted by a fugitive or similarly closeted
DEFENCE
criminal, it will not obey any commands
AC 16
from the rider, even if it is someone it has
borne before. If the rider has escaped HP 26
justice by letting someone else take the fall Fort +6, Ref+ 5, Will +5
for them, the horse will buck and attempt to Defensive Abilities channel resistance +4,
dismount the offender, and this will also incorporeal, rejuvenation; Immune undead
attract the attention of the ghost, Ol’ traits
Reaper. OFFENCE
Ol’ Reaper Malt Whiskey is a mundane Speed fly 50' (perfect)
potion distilled from wheat and barley, Melee corrupting touch +4 (4d8, Fort. DC
which is smoked with peat and aged in oak
16 half )
barrels. As long as the peat is from
Special Attacks Despair Aura ( DC 16),
Mordentish soil, the liquor can be used for
Cause Fear (DC 16)
more than just getting drunk. It effectively
lowers the inhibitions of any drinker so that STATISTICS
they no longer feel guilt or the need to Str –, Dex 15, Con –, Int 6, Wis 13, Cha
cover their actions. If a person under these 16
effects is questioned in the correct way, it is Base ATK +1; CMB +5; CMD 21
possible to find out if they are hiding any Feats Dodge, Improved Initiative, Iron Will
crimes or if they have benefitted from Skills Fly +6, Perception +6; Sense Motive
betraying their friends. This is not a well- +6, Stealth +8
known effect of the liquor, and may just be
attributed to drunkenness in general. The

59
The Eternal Smith
Not a love story
By Kadarin
kdkalix@gmx.de

This story is stolen. Twice. First by a Smith – because his real name was
friend of mine, from a self-appointed unpronounceable by the locals. And nobody
seeress (this is quite another story), then by needed to know. He couldn’t be sure that
me from my friend – but she allowed me to the Empire wasn’t still looking for him – he
steal it, and I changed it enough to make it had been one of the best smiths in the
my story. And I’m the first to write it down. realm, had even forged a blade for the
That, however, is only part of the story. Emperor Himself.
The other part is based on the fate of the But here he was now – in the charming
village of Fall, in southern Bavaria; not very and peaceful (or so he thought) village of
far from where I live. Fål. He had heard that they needed a smith,
For I.R. – wherever she is now. and a smith he was, and one of the best in
the known world.
When he first came to Sylphrock Valley, He went down the steep hills into the
it was raining – a light warm spring rain. village, and proceeded to the town hall (or
And he thought that he had never seen should it be called village hall? He didn’t
something quite as beautiful. The dark know; his grasp of the local language was
green woods, the light green meadows, the still not very good). He noticed that all the
golden fields, and the colorful and peaceful houses had paintings on their walls;
village on the small river; all accompanied sometimes rural or hunting scenes,
by the sound of the waterfall streaming sometimes depicting the occupation of the
down from the silvery-gray, white-topped owner – he thought them beautiful, and
mountains. He had come a long and later he learned that the locals called these
dangerous way. And where he had come paintings arial painting (for whatever
from there was nothing like this. Where he reason). The roof tiles were blue, yellow,
came from, were just barren, black rocks, green, and red, and sometimes even
and white desert, and dryness – and war. patterned.
And blood. In the center of the village, there was a
All he had forged there were weapons, market square, on which there stood a
to shed more blood, kill more people. large, light blue stone, crowned by the
His whole family had perished in that sculpture of a winged faërie being – a sylph
war; when the last of them – his little sister – which perhaps accounted for the name of
– was slain, he decided to leave his country. the valley. Around it were the town (or
Forever. village?) hall, the temple with its high clock
As he came to this strange and foreign tower (he never found out which deity was
land, he changed his name to Orlando revered here, and he didn’t really care), a

60
pub – the Black Dragon Inn, and the house He bowed again, turned and left the
of the fauth, easily identified by the crown town (or village?) hall.
of the local ruler; Orlando didn’t remember He liked the smithy. The roof was tiled
what his title was, and again, he didn’t in blue and red, and there was a painting of
really care. a smith at work on the outer wall.
Of course he was not only a stranger, Mysteriously, there was a horse with closed
but even an alien here. The people here eyes beside him.
were tall, blonde, and blue-eyed, where he Of course, by Empire standards, it was
was dark, stocky, and his eyes were gray, primitive; and he would have to make
and they had a different form – as had his himself new, better tools. He liked the flat
ears. Even his clothes must have looked above the smithy, although it was also
weird to them. They eyed him as he made primitive. And he especially liked the
his way through the earthen streets (in the garden, where there grew herbs that he
Empire, all streets were paved, by Imperial could use for his Art; the previous smith had
law), but they seemed friendly enough, probably used them only in the kitchen. And
even smiled at him, although the smaller there was a tall, old, dark-red leaved tree
children were hiding behind their parents’ the locals called a “blood beech,” as he
backs. Well, children. learned later.
He entered the village (or town) hall, Maybe he should have taken that name
and was received by the mayor (or as a Sign; but it reminded him of the
mayoress?). She was an impressive woman beautiful trees at home – the home he
– not of build, but of a nearly overpowering would never see again. Only much, much
personality. But she, too, smiled at him. later should he realize that this was one of
“Yourr – err – Mayorressship?” he the first hints of the things that were to
greeted her with a bow that he would have come.
used for a lower bureaucrat at home. As he had his supper that evening,
“‘Mayor’ will suffice. I’m Carmilla about an hour before sunset, he looked out
Hunter. And you are?” she answered. of the window at the beech-tree; and
“I myself am Orrlando Smith. I myself strangely enough, he saw a symbol formed
am, well, a smith.” by the leaves and the light – a skull with
“And you are far away from your home, two bones crossed behind it. He knew that
aren’t you?” symbol. It had been – white upon black –
“Yes, yourr – sorrry – Mayorr Hanterr. I on the sails of the ship that hunted the ship
myself am looking for worrk.” he had been on. As he had asked one of the
“And I suppose, you want to work as a crew, he had received only a short answer:
smith again?” “Pirates.” They had escaped the corsairs
This time, he just nodded. only barely.
“Very well. In fact, we are in need of a Of course, there were pirates on the
smith. Lucky you. You can start right now – seas and rivers and lakes of the Empire, but
the smithy is just a short way down the they didn’t identify themselves so readily.
river, and you can live upstairs. But I have But to see this symbol here, far away from
to inform the village council, and present any body of water capable for ships, had
you to them.” made him laugh. Then. He would bitterly
“Yes, Mayorr. Thank you, Mayorr.” regret that laugh later.
“I wish you a nice day.”

61
He didn’t realize that the first Sign was The hall wasn’t as large or as high as
actually the rain that greeted him when he he had expected. There were five people
entered the valley. Not yet, anyway. sitting around a rather unpretentious round
The next morning, he was sitting in the table, inlaid with only barely noticeable
garden, drinking the last of his tea (these blazons. The mayor smiled openly at him;
barbarians didn’t have proper tea), smoking the fauth, of muscular build and, as would
the last pipe of his tobacco (they didn’t have been expected, austere, looked at him
have that, either), and relaxed. The day inquisitively; both the priest, of dark-blonde
before, he had cleaned out the house, hair and hard sapphire eyes, and the
noticed what needed to be repaired, and, sorceress, of silver-blonde hair and frozen-
well, felt good for the first time since he left emerald eyes, scorned half-hidden; Orlando
the Empire. felt that they both were not as powerful as
Here, the people drank water, or, more they wanted to appear. The fifth person in
often, beer – or mead. The beer tasted the room, clad in working garb like
funny, it wasn’t made of rice – they did not Or¬lan¬do himself, and with, for this
even know of rice in these parts. region, unusual true red hair, and very clear
The rest of the last day he had spent blue eyes, smiled friendlily, nearly grinned.
cleaning the smithy and estimating where He was the miller. And as he closed his
repairs had to be made. He would have to eyes, and opened them again, they were no
speak with the village carpenter. longer blue, but purple. Later, Orlando
Suddenly, someone knocked at the should learn that the miller’s eyes could
front door. take on any color.
“Come in,” he called, “it’s open.” Now millers – and, indeed, smiths – do
Whoever it was knocked again. have their own kind of magic. That’s why
Sighing, Orlando went to the door and the two ‘official’ magic users must look
opened it. Before him stood a young lad, suspiciously on any of them; and that was
nearly red of hair, maybe fourteen years of maybe the reason the miller was so
age, but already overtowering him. delighted to see Orlando.
Naturally, he had blue eyes. After a short debate – the fauth asked
“Mr. Smith, sir?” him if he had left his land because of a
“I myself am Orrlando, and am capital offense, and the priest told him
cerrtainly not a sirr. And who arre you?” when the services were, three times on
“Please, si…, err, Orlando, I am Joe Sunday, and on Heavenday at noon – the
Miller. The son of Tony Miller. The miller, council adjourned. He was accepted, maybe
you know?” not welcomed by all, but ac¬cepted, as the
Orlando thought that he had chosen his new village smith.
surname well. Anthony Miller invited him to a drink at
“The mayor wants to see you,” the boy the Black Dragon Inn. The name of the
continued. “The village council awaits your innkeeper was Lewis, and he insisted on
presence – erm – Orlando.” calling Orlando ‘Mr. Smith’ and Tony ‘Mr.
“Thank you, Joe Millerr. I myself will Miller’. But he served good mead. And Tony
come soonest to the – hall.” told him not to order the game stew – “’tis
Dark clouds were gathering over the only for visitors,” he said.
village,which could have been another Sign, The lightning storm broke loose, and
or only a change of the weather. they had, of course, to stay in the tavern.

62
“The beer in here is no better than horse locals – the latter might have been a result
piss,” the miller said. So they drank mead. of her excellent cuisine. The first evening
“How came that stone, and the statue, Orlando invited the Millers for supper, she
in the middle of the village?” asked Orlando. naturally occupied the (very small) kitchen.
“Well, nobody knows. My guess’d be that “Men! Can’t! Cook!” she declared.
they were here before the village, and the She wore colorful clothes. Very colorful.
village was built around it. Now, tell me “I dye ’em m’self, m’dear,” she said. “Tailor
something of your world – err, country.” only manages shades of gray, y’see.
Later, Orlando, having told his own M’family doesn’t like the colors, either. But I
story – but not all of it – and the miller do.”
having related the myths and legends and He also got to know the Millers’ twins,
rumors of this region (not without two not-yet-teenage girls called Phoebe and
introducing Orlando into the political basics Carmine, red-haired like their father, and
and the base personalities of the village), almost always giggling.
Orlando asked: “Tell me, why is it, that by Orlando worked in the day-time, but in
all the people herre the surrname is equal the morning he went fishing at the River
to the designation of theirr prrofession, orr Torr. As he had been a fairly good
is it the otherr way ‘rround? Well, naturrally fisher¬man in his country, he wasn’t
not the fauth, or that ... sorrcerress, or that unsuccessful. And he brought all fish he
prriest, but why does the mayorr bearr the caught to Mrs. Miller.
name ‘Hanterr’?” – “You’ll see, my friend, One evening, after having had supper
you’ll see,” was the somewhat cryptic with the Millers, and as the nights began to
answer of Anthony. “But as for the others, get colder, Orlando noticed a black cat
trade is kind of hereditary in these parts.” beside his fireside, rolled up comfortably.
After long hours of talk, as the sun was He didn’t know how she (for he was sure at
just about to rise, and the rain and lightning the spur of a moment that this wasn’t a
were both gone – they said their good-byes, tom-cat) had come in. As he stared at her in
and staggered to their respective homes, surprise, she opened her sea-green eyes
not without losing the way a few times. The and stared back, then closed them again
next day, neither of them worked. and began to purr. But as he tried near her,
The Sylph on the Rock wasn’t the only the purring changed to a threatening
sylph flying around. Orlando saw a few ‘miaow’ and would, he was sure, soon
(although never together) flying over the change to an even more threatening hiss.
river and the forests, sometimes dashing up So he sat down, far away enough so
the mountains or – nearly playful – the that the impending hiss changed to a purr
waterfall. again, and watched her as she pretended to
The next couple of months were sleep.
uneventful. He made new tools for himself, After scarcely a quarter of an hour,
for the peasants and the horsekeeper (who someone knocked at his door. It was the
didn’t want to be counted with the sorceress. “Have you seen Moon!?” she
peasants), and for the other craftsmen and demanded. Orlando was taken somewhat
–women. In the mornings, he went fishing. aback and felt slightly insulted. “Yes, I seen
Every evening he ate with the Millers. moon. It is in sky. At night.” – “No! you
Anthony Miller’s wife Maryan was not as fool! Moon! My cat!”
tall and not as slender as the rest of the

63
As harvest went by, more and more Somewhere, he heard a crow, well,
people ordered arrow- and spear-heads. crowing.
First, as he had sworn never to make Then, Orlando met Ysabeau Carpenter.
weapons of war again (even though scythes And Ysabeau met Orlando Smith.
or sickles could also be used as effective Her hair was golden. And her eyes were
weapons), he simply refused. Then he of the blue-gray of the sea, which he hadn’t
talked to Anthony. seen for so long.
“Is therre a warr in the offing?” – “A He couldn’t understand why he had
war? Hereabouts? There are wars, far in the never noticed her before. She must have
north and in the east, but I doubt anyone been the most beautiful creature in the
here has seen a war even as a child. Why world – in all the worlds.
do you ask, Orrie?” A long time, they just stood there,
Orlando didn’t like the nickname the looking in each other’s eyes – he in hers of
miller gave him too much. “’Cause people sea-blue, she in his of jet-black.
arre buying weapons, that’s why!” – Then, they kissed spontaneously. And
“Weapons?” – “Yea, arrrowheads and then, they kissed again. And again.
spearrheads and the like.” – “Orlando, my Then they danced. And then they
friend, they don’t wanna fight a war. You’ll kissed again.
see. Oh yes, you’ll see.” And then…
And he saw. After Harvest, it was …then they danced again.
Hunting Time. And everyone went hunting. The bells of the Temple Tower were
Everyone. ringing. Orlando took this as a good sign.
Men, women, children, even cripples. It wasn’t.
Orlando sighed. The next few weeks, “You keep ya hands were they belong,
he would be paid in game. Well, he could m’friend! Understood!? M’daughter is no
count on Maryan to make something out of game for aliens of ya kind!” Carpenter
it. And not just something, but something yelled. “But I didn’t… I’d neverr…” Orlando
very delicious. tried to answer. “Quiet!! Be warned!!”
As snow began seriously to heap, In effect, he forbid Orlando to ever see
hunting season was over. And, of course, Ysabeau again.
there was a feast. Peasants never miss the And that wasn’t the worst. Well, for
opportunity for a feast – they have little Orlando, it was the worst. But the mood in
enough to celebrate. the village changed, turned against him.
It was a nice enough party. The Except for the Millers, they all eyed him now
villagers had unhinged all the doors and suspiciously. As if he had raped all their
bucked them up as tables; wild boars, deer, daughters – whether they had some or not.
and other game were sizzling over open He decided to leave the village. There
fires, some men made what they thought was nothing for him here anymore.
was music (in the Empire, they’d have been So he walked away, the way back he
tortured to death, Orlando thought). People had come, only half a year before. On the
were dancing nonetheless. crest of the hill ridge he turned and looked
Orlando had a dance with Maryan and back. And suddenly, he felt hot ire rise
then sat down somewhat out of sight. He within him. They had outcast him! They had
still felt that he was a stranger here. dared to chase away an Imperial Smith!

64
This could only be answered by Mists that rose about him.
vengeance. For a long time he wandered aimlessly,
Of course, the element of the Smith is even mindlessly, until he discovered that he
Fire. With one word, only one word, nothing didn’t know where he was. He certainly
would have remained of the valley but wasn’t in the country he had been passing
ashes and glowing coals. But as a smith, through, only half a year ago.
one needed discipline, so he calmed down a The trees were different. The hills were
little bit. It would be sufficient to punish different. Even the mountains were
them. After all, some of these barbarians different. And he certainly would at least
had been his neighbors, his friends. Or have heard about the grand castle clinging
pretended to be. And the woman he loved to the mountain flank. For sure, he hadn’t,
was still there. And the chances were good ever, seen it before.
that the water deities would not even hear He took quarter at the White Heart Inn,
him. where he had a fine supper. Then he went
“Flood!” he cried out. to bed. And dreamed.
But even when the gods do not hear, In his dreams, he saw what had
there are always beings that do listen. become of the valley. It was no longer a
Always. valley, but a lake, filled with dark-red water.
It did not begin to rain. It didn’t even Everyone he had known – everyone who
begin to pour. Orlando thought there was had lived there – was dead. No, worse than
no term in any language, no human tongue dead – unliving. He recognized the smile on
could have coined a word for what he was the face of a gigantic undead sea snake as
watching. There was more water in the air that which had once greeted him into the
than, well, air. The waterfall turned into village. He saw ghosts – and grimmer
something more closely resembling a falling creatures – in the blood-tainted lake and on
ocean. the shores. He
Even the even saw his
Earth, as if hurt blood beech
by the water wandering
falling upon Her, around.
shook; and the And he saw
quake closed the the sylphs again.
valley, so the Only, they
water had no weren’t ordinary
place to go sylphs. They
anymore. And it seemed to
stayed. belong to the
Orlando mists which were
turned away, now engulfing
water streaming the former
down his face, valley. And he
mixed with his saw that they
tears. He didn’t were evil. Even
even notice the the air itself

65
appeared poisonous. And every night he dreamt of
He awoke screaming. And crying. Sylphrock.
The next day he left the land of the Then he resolved to find the blood lake
great castle. again. And to lift the curse he had laid upon
And again, he did not notice the Mists it.
rising about him. He never saw the Millers in his dreams,
He found a smithy where he could and he wondered why.
work. But the dreams returned. The third He came to know that he coulnd’t die.
night, he saw Ysabeau. She was no longer The first – well, hint, was when a robber
blonde, or blue-eyed. Or even in the least tried to stab him. Orlando didn’t even bleed,
beautiful. She wasn’t even dead. She had and the robber fled in horror.
become an unliving monster. Then he became aware that he had
And he saw another – creature. And he wandered that strange realm of Mists for
knew that it was his son, even if it didn’t more than half a century – without ever
look human. It didn’t look human at all. getting older. Or weaker.
He even saw strange white lake ravens, Orlando found out that he had some
shouting at the sky. And at the purple power over the Mists. He could find the land
water. And at everything else. And, so it of the big castle again, whenever he
seemed to him, at him. wanted. Or any other land – or world – he
He couldn’t stay long in one place. had visited.
Although he always found work as a smith, But he couldn’t get back to Sylphrock
he soon became restless. And he found out Valley, no matter how hard he tried. He
that these strange Mists would transport even asked those strange mist-travelling
him to, well, other worlds, although he gypsies, no, even begged them, to bring
could scarcely control where they were him back. They told him they couldn’t. No
leading him. matter what he would pay them.
He found very strange lands. But he He understood he could not return and
never found his home. lift the curse.
Never.

66
Dark Shadows
A Touch of Evil for 5 Edition Characters
th

By "Jester" David Gibson


david@fraternityofshadows.com

Mina Murray struggles to retain her supplementary rule to the inspiration


humanity during her vampiric system
transformation, and is often cast as the Your character's dark shadow might be
reincarnation of Dracula's lost love. Seeking the reason they became an adventurer.
power and forbidden knowledge, Doctor Dark shadows are also a possible method to
Faust makes a deal with fiendish being. reflect simple curses or other prolonged
Deformed from birth, both Quasimodo and conditions your character might suffer
Erik the Opera Ghost are pushed to become during the course of a campaign.
the monster they resemble. Opium leads
Franklin Blake into moral conflict as he is Gaining and Losing a
accused of a theft he does not remember.
And an unnamed narrator confronts his
inhuman lineage after a visit to Innsmouth.
Shadow
In Gothic fiction, a shadow often looms You can choose to give your character
over characters, an omnipresent doom a dark shadow at character creation, having
marring their life and influencing their been born with the affliction or gaining it
actions. Characters are often linked to before the start of the campaign. The
supernatural forces, and it is sometimes this source of this dark shadow should be
ability which allows them to prevail against described in your character's backstory. It
the odds. This potential tragedy drives might be a reason your character has taken
common folk to become heroes, as they try up the life of an adventurer rather than
to free themselves from their curse, strive staying close to the safety of home.
to make the most of what time they have, It is also possible to gain a dark
or struggle to prove to themselves or others shadow, obtaining an affliction during the
that their corruption does not define them. course of a campaign. Gaining a shadow
should be the result of events that occur
Purpose during an adventure. For example, after
suffering a vicious wound from a
Dark shadows are an optional rules lycanthrope, you might take the “Bitten”
module designed to help you emulate some shadow. You do not choose a dark shadow
of the more common tropes and character like you would a feat or spell, instead
traits present in Gothic fiction. They are working with your DM to determine when
designed to be complementary to your your character has gained a dark shadow.
character's background, and work as a Most dark shadows can be taken at any
time, but a few make the most sense if

67
taken at character creation (such as
Benefit
redheaded or reincarnated). However, with
the DM's permission, is possible to discover Each dark shadow provides an
a previously unknown shadow at any time. additional use for inspiration that you can
Through play, it might be possible to use instead of gaining advantage. Typically,
remove a dark shadow. This should happen using inspiration can only be done on your
naturally as a part of the campaign, possibly turn but does not require an action.
as the culmination of a long quest or
storyline. Losing your dark shadow should Addict
be an important character milestone. You have a physical addiction to a
You can only have a single dark shadow substance such as alcohol, tobacco,
at a time. If your character gains a new cocaine, or opiates like laudanum or opium.
dark shadow, this replaces the benefits of You might be a regular user, a recovering
your old dark shadow. However, you can addict, or casual user that has unknowingly
choose to keep the characteristics and become dependent on the drug.
temptations of both shadows.
Characteristics
Using a Shadow You likely have an addictive personality
Dark shadows are a new category of and respond to stress and conflict by
personal characteristics. They work in seeking pleasure, becoming dependent on
addition to personality traits, flaws, and outside stimuli for relief. You have difficulty
bonds. They provide additional roleplaying delaying gratification and may be impulsive
hooks that can be used to portray your or impatient. You might have low self-
character, giving depth to their motivation esteem or suffer from depression. Your
and drives. These characteristics might also addiction might also be a way of coping
allow you to earn inspiration from your DM. with uncomfortable feelings, such as
Shadows are both negative and positive: crippling fear or impotency from being
they are a source of strength but also a confronted by supernatural horrors.
constant temptation that must be fought. When you are denied your drug, you
become irritable and irrational, willing to do
Characteristics almost anything to end the physical and
Each dark shadow has suggested mental cravings. Use is often habitual, with
character traits. These are suggestions for little conscious thought needed.
how a shadow might influence your
character's personality or motivations. You
Temptation
can use these suggestions or think of your Your temptation is and always will be
own. your drug. No matter how much time
passes, part of you will always desire the
Temptation object of your addiction and a single relapse
Each dark shadow pushes a character is all that is needed to descend again into
towards further corruption or negative full addiction. Your cravings will always be
behaviour. Temptations are suggestions for worse during periods of stress or after times
how the shadow subtly or overtly influences of failure.
your character's behaviour.

68
confronted by the subject of your hunger.
Benefit
However, when the subject of your hunger
Accustomed to being intoxicated, if you is present you have difficulty focusing on
are poisoned you can spend your inspiration anything else and might become distracted
to remove the condition. or irritable.
Additionally, you know unsavory people You also possess a kinship to those of
and possess some underworld contacts. your bloodline, especially the one who
Even if your particular vice is legal, you infected you. This does not extend to all
have crossed paths with unseemly creatures of the same type, but those of the
characters and know how to get in touch same lineage. For example, if bitten by a
with them. You can spend your inspiration wererat you do not have a kinship with all
to gain information from an illicit source or lycanthropes or even all wererats but only
sway the opinions of a disreputable wererats of the same bloodline.
individual.
Benefit
Bitten By unleashing your inner beast, your
You have been savaged by the natural senses become heightened, increasing your
attacks of a supernatural creature such as a vision, hearing, and sense of smell. You can
werebeast, vampire, or ghoul. Though spend your inspiration to be considered
you’ve recovered from any initial assault proficient in the Perception, Investigation,
(and any related infection), the attack has and Survival skills for 1 minute. If the check
left deeper scars than the ones that mar is related to the subject of your hunger, you
your flesh, tainting you with unnatural add double your proficiency bonus.
magic.

Characteristics
You were born with bright yellow eyes
You experience heightened emotions and slightly ovoid pupils, which catch the
and are prone to fits of passion and rage, light and appear to glow in dim illumination.
especially when your territory or This rare trait is found only in folks hailing
possessions are infringed upon. You feel from Vaasi -speaking nations. It is most
slightly uncomfortable when alone, common among the Valachani, but the eyes
preferring to be with others with whom you are sometimes found in Nova Vaasans. The
share a bond, sometimes even thinking of cause is unknown but there are many
them as a pack. Participating on a hunt also superstitions regarding this trait. Some
enflames your blood, be it a rapid chase or believe a cat took some of your soul as an
slow stalking, and you have difficulty infant, others believe you have the blood of
walking away from prey. a werebeast, and still others believe you are
the reincarnated spirit of a feline.
Temptation
You have a hunger, a strong desire to Characteristics
consume something based on the creature You have feline quirks, such as a
that infected you: raw meat, rotting flesh, fondness for napping in the warm sun,
or warm blood. This urge is not hiding in tight places, toying with small
omnipresent and is easy to ignore when not creatures, and stalking prey. You can be

69
fickle and unpredictable, shifting your hatred. But you are also calm and not easily
loyalties and affections when the mood frightened or unnerved.
strikes.
Temptation
Temptation There is the continued urge to succumb
While you may bond with a small to your melancholy, to sink into inaction and
handful of people, too many unnerve you, surrender to your crushing malaise. Without
pushing you to withdraw from society and passion you have few hopes and little
dwell with the creatures with whom you feel dreams, and it is difficult to find the
a kinship. You might opt to share your motivation to continue to fight against the
home with cats, breeding them or rescuing darkness, both external and internal.
strays. Or you might choose the wilds,
hunting in the tall grass with plains cats. Benefit
If frightened, you can spend your
Benefit inspiration to remove the condition.
You can spend your inspiration to speak Additionally, animated undead such as
with felines. You can communicate freely zombies and skeletons pay you little
with cats for 1 minute, as if using the spell attention. You can spend your inspiration to
speak with animals. The cat is under no make a Dexterity (Stealth) check against
obligation to help or share information with such creatures as if you were heavily
you. obscured. This effect last 1 minute or until
you take any action.
Cold One
An undead creature drained you of your
Cursed
life energy, almost killing you and turning A malicious hag, dark cleric, or
you into an unliving monstrosity. Your vindictive Vistani has cursed you. You might
assailant might have been a spectral have been cursed by an evil creature for
undead, like a wraith or ghost, or a attempting to stop them, or cursed by a
corporeal one, like a wight or vampire. good or neutral individual as punishment for
Since the attack, you have regained your misdeeds. The nature of this curse varies
strength and vigor, but not your humanity dramatically; you might suffer from
and vitality: some ineffable part of your soul misfortune, a wasting disease, a weakened
is absent. sword arm, a tendency to repulse people of
the opposite sex, or any number of lesser or
Characteristics greater afflictions.
You lack warmth, both physically and
emotionally. Your body temperature is low Characteristics
and your skin is cool to the touch. While not Depending on whether the curse was
entirely emotionless, you are lacking in joy warranted, you might feel either guilty or
and compassion and find happiness fleeting. persecuted. If the curse was justified, you
Even your strong negative emotions, such might feel remorseful for your misdeeds or
as anger, are muted, as you lack the prone to self-pity over your misfortune. If
passion that fuels rage, jealousy, and you feel the curse was unwarranted (rightly
or out of denial), you might feel unjustly

70
targeted and unfairly judged. You likely wish to be disturbed. You are wary about
blame others for your failings, seldom entering new places, which might have
taking full responsibility for your actions. witnessed uncountable horrors or be the
Though most curses have an escape clause, home of several spirits. You are cautious
you are likely too stubborn to change your and possibly a little nervous. You may also
behaviour or attitude to pursue it. have grown detached, emotionally hardened
after years of horror.
Temptation
Feelings of revenge are difficult to Temptation
escape, having been judged and damned by Knowing that you might be subjected
one person. There is the desire to blame without warning to horrifying visions at any
the curser rather than look inward for time pushes you to withdraw from
personal growth. The curse also becomes civilization. It's tempting to isolate yourself
an easy source for blame, with personal in safe places where there have been no
successes being your own but all failures death and no unpleasant memories. There's
being the result of the curse. also the danger of becoming emotionally
dead: cold and uncaring toward the
Benefit suffering of others.
Having been plagued by misfortune for
years, you have learned to limit the impact Benefit
that chance has on your actions. You can You can spend your inspiration to
spend your inspiration before making an witness the ethereal resonance of a recent
ability check to roll 3d6 instead of a d20. If event. The event must have had some
you have advantage on the check, you emotional significance and have occurred in
instead roll 5d6 and use the total of the your current location. Watching the ghostly
three highest rolls. re-enactment might offer some clue as to
what happened or provide new information
Gravesight regarding the past. This might call for the
normal Horror check for witnessing a
The spirits of people and events are
disturbing event.
visible to you as vague mist-like outlines.
Alternatively, you can spend your
You can see both ghosts and the imprint
inspiration to partially see an invisible
that strong emotions and dramatic events
undead creature. Make a Wisdom
have left on a location. You are able to find
(Perception) check to locate the creature as
places of ethereal resonance and witness
if it were only lightly obscured.
events from decades past. This power is
limited to sight and you have no special
ability to hear or interact with ghosts.
Haunted
The ghost of a loved one or family
Characteristics member follows you around, seldom leaving
You cannot turn your sight on and off, your side. You cannot see other spirits and
and have witnessed many scenes of horror no one else can see your ghost, but you can
and tragedy, often without warning. At any interact with the ghost as if it were a
time, you might experience a vision of the regular person.
past or encounter a ghost that does not

71
Characteristics Characteristics
You have likely been considered crazy You are prone to slips of morality
for seeing and hearing someone who is not ranging from antisocial to sociopathic. You
there. You have grown used to not being are pragmatic, feeling little guilt for your
believed and have grown tired of trying to misdeeds and no shame or remorse. With
explain who you are talking to. You might potentially no afterlife, you have fewer
have limited social skills from spending too worries of final punishment but also no
much time talking with the dead, especially reward for a life well-lived. You might have
if you were isolated due to your perceived the desire to make your actions count, or
insanity. You might seem perpetually you might avoid danger to prolong the only
distracted, as if listening to multiple people life you have.
at once or lost in thought.
Temptation
Temptation With no worry of long-term
With a constant companion it's easy to consequences, there is the potential to
forget the living and other friends. Listening forgo morality and the restrictions of polite
to the dead too much is also not healthy: society, to live hedonistically and
ghosts do not have the same concerns as consequence free.
the living, and their advice cannot always be
trusted. Your spirit may not be too Benefit
concerned for your safety, possibly believing You can spend your inspiration to make
that your death will release them or pushing a new Wisdom saving throw against being
you towards a goal which they think will charmed or stunned. You can do this when
free them. it is not your turn by using your reaction. If
the effect is related to emotions, you are
Benefit considered proficient with that saving throw
You can consult with your spirit, and add double your proficiency bonus.
learning otherwise unknowable knowledge.
Pick one skill: History, Investigation, Lunatic
Perception, or Survival. Once you pick a skill
Your emotions are tied to the cycle of
you cannot change it until after you take a
the moon. You grow increasingly excited
long rest. You can spend your inspiration to
and energetic during gibbous moons but
gain proficiency in that skill for 1 minute. If
become lethargic and depressive during
already proficient, you instead double your
waning moons. This lunacy might plague
proficiency bonus.
your bloodline, be the result of some

Hollow trauma or illness, or have no


understandable cause.
You are lacking a soul. You might have
been born without a true soul or lost most Characteristics
of your soul as the result of a near death Your emotions are not your own, tied to
experience. As you lack a soul you cannot a force beyond your control. You often feel
be resurrected by magic, and will not impotent, not in control of yourself or your
experience an afterlife. own life. You might go to extreme lengths

72
to justify your free will and demonstrate bordering on monasticism. Because of the
your self-efficacy. You are also plagued by voices in your head or foreign urges, you
insomnia, leading you to distance yourself often appear distracted or conflicted, unable
from the outside and the light of the moon, to separate your emotions from those of the
moving to windowless rooms lit by lamps entity. You are prone to occasional
and gaslight. outbursts or uncharacteristic behaviour as
your restraint momentarily slips.
Temptation
It is all too easy to surrender to the Temptation
tides of emotion, riding them up and down You are directly tempted by the entity
with the moon. This is taking the path of that shares your mind, as it whispers
least resistance, no longer fighting to seductions to you, offering you power,
contain your feelings and forfeiting all riches, or pleasures of the flesh. At the
control of your emotions and letting your same time you are constantly denying
impulses and sudden desires drive your yourself the luxuries that common folk take
actions. for granted. You wonder if indulging just
once would truly hurt.
Benefit
During periods of where the moon is Benefit
half-full you can spend your inspiration to You can confer with your possessing
add your proficiency bonus to your spirit, learning some forbidden knowledge.
initiative. Alternatively, you can spend your Pick one skill: Arcana, History, Nature, or
inspiration to act in a surprise round. Religion. You can spend your inspiration to
gain proficiency in that skill for 1 minute. If
Possessed already proficient, you instead double your
proficiency bonus.
You are the victim of fiendish or
Once you pick a skill you cannot change
undead possession. The will of another
your choice until after you take a long rest.
entity imposes itself on you, pushing you to
take actions that are not of your choosing.
The other presence cannot yet take full
Redheaded
control of your body, and you retain your Having been touched by the fey,
free will and independence, but it is a witchcraft, or other magical forces, you
constant struggle. The entity cannot simply possess a minor magical talent. The
take command during a moment of superstitious believe you are the harbinger
weakness (such as when you are sleeping of ill fortune, or that you made a pact with
or injured): you must surrender control and infernal forces. While not all redheads are
give in to its desires. touched by otherworldly forces - the
majority simply have red hair - all those
Characteristics similarly "blessed" possess vibrant crimson
Waging a constant unceasing war for locks.
your soul, you are controlled and restrained,
allowing yourself few indulgences and Characteristics
luxuries. Pleasures are few and fleeting, and Being met with suspicion and whispers,
you live an ascetic’s life, potentially you have either grown withdrawn and shy

73
or become defensive and defiant. You may succeeded where so many others have
be tired of being accused of witchcraft or failed, you might be prideful and prone to
evil deeds and grow angry and irate at the egotism.
suggestion of impropriety. Or you may feel
guilty and ashamed of your abilities, hiding Temptation
them and your hair to the best of your Having given into sin once, there is
ability. Either way, you seldom feel like you always the possibility that you will return to
are seen for who you are and few people your evil ways. You also experience strong
see you as an individual. feelings of guilt and remorse for your past,
potentially accepting blame for things
Temptation beyond your control. Similarly, as you
Whether hiding your hair or redeemed yourself, you might look down
overreacting to suspicion, there is a desire upon those unable to do the same,
to define yourself solely by your hair and condemning or judging them for their
what it symbolizes, to let being touched by perceived weakness.
the otherworldly define who you are. You
might decide it is easier to become the Benefit
corrupt person many believe you to be, and Having earned redemption once you
ally with unnatural forces. are strong-willed and refuse to give up or
surrender. You can spend your inspiration
Benefit to add your proficiency bonus to Wisdom
You can spend your inspiration to gain saving throws or death saving throws for 1
the thaumaturgy cantrip for 1 minute. minute or until you fail a Wisdom or death
Wisdom is your spellcasting ability for this saving throw.
cantrip.
Reincarnated
Redeemed Caught in a cycle of death and rebirth,
After a lengthy inner struggle you have this is not your first life and you have
escaped corruption. Your past misdeeds returned from the grave into a new body.
were so foul as to leave a physical or You only dimly recall the events of your
spiritual stain, which you have finally past life in a dream-like haze but
managed to erase. While you can never occasionally you experience intense
regain your innocence or purity of spirit, memories, feelings, and urges. It is also
you are no longer mentally or spiritually difficult for you to be resurrected by magic,
tainted. as your soul is quickly reborn minutes after
your death.
Characteristics
As you accepted blame for your past Characteristics
deeds, you are honest or responsible. You You seem more experienced than age
are not prone to denial or blaming others would suggest: wise beyond years and
for your failings. However, you are wary of possessing esoteric and varied knowledge.
falling from grace again, overcompensating You likely appear book smart, having more
in your attempts to avoid sin, temptation, or historical and trivial knowledge rather than
prove your redemption. Because you current events. You might be thoughtful

74
and quiet, prone to silent reverie and futures. You may also be fatalistic, having
introspection. You are also occasionally little belief in free will.
forgetful, calling people by the wrong name
and referring to events long since past. Temptation
There is the potential to abuse your
Temptation visions and foreknowledge for personal
The weight of ages tugs at you to reasons, selfishly using your gift to gain
embrace elements of your past lives over material comforts. Seeing inevitable future
the present: old friends might seem more tragedies or failing to alter the future can
familiar than current companions and old lead to depression and pessimism, believing
homes more comfortable. You experience that you cannot alter destiny and people
an occasional loss of identity and sense of have no choice or real freedom.
self. Past traumas, especially deaths, make
you hesitant to do certain things or go Benefit
certain places. You can take advantage of your
foreknowledge to succeed at simple tasks.
Benefit You can spend your inspiration to treat a
Tapping into the knowledge of a past d20 roll as an 11.
life, you can spend your inspiration to be Alternatively, you can use your gift to
considered proficient in a skill or tool of gain a brief vision of the future. This vision
your choice for 1 round. is cryptic and often veiled in metaphor, but
Alternatively, you can spend your useful when otherwise lacking direction.
inspiration to recall memories from a past
life, potentially recalling some details of a Shadow Touched
person you have never met or place you
The darkness moves and shifts around
have never been.
you as nearby shadows move on their own.

Second Sight You have been touched by the plane of


shadows and are one with darkness and the
You have the ability to catch glimpses night. The shadows around you move with
of the future, through visions, prophetic a will of their own, but you can occasionally
dreams, reading fortunes, or divining signs. exert some control, shifting or shaping the
You might rely on tools, such as bones or darkness.
tarokka cards, or patterns found in
tealeaves or chicken entrails. Characteristics
Having stared into blackness you see
Characteristics things in black and white. This might be a
Seeing events unfold in a nonlinear literal colour blindness, which removes all
fashion, you can be erratic or mysterious: hues from your vision, depriving you of the
prone to non-sequiturs, cryptic statements, beauty of colour, or metaphorical, as you
or even confusion over cause and effect. philosophically view things in absolutes.
You might be distracted or have difficulty
focusing on the moment, receiving images Temptation
or impressions of different times or possible As shadows are created by light, it is
easy to believe that evil is created by good.

75
You might see sinners and villains
everywhere, or the darkness
lurking in everyone. It can
become hard to even believe in
goodness and light.

Benefit
Through sheer will, you can
lengthen and darken nearby
shadows. You can spend your
inspiration to make a creature or
object lightly obscured for 1
round.
Alternatively, you can spend
your inspiration to shape or sculpt
an existing shadow into a simple
two-dimensional image. This
shadow can be no larger than a
medium-sized creature.

76
Sour Ground
Alternate Resurrections
By Jim “jimsolo” Stearns
theemperor@springading.com

Assuming the party is high enough level In the short term, players may see this
to have access to resurrection magic, we're table as a benefitting them more than it
all familiar with the character death routine. hurts, but accumulated results can be worse
The other players ask the player of the than the level/Con loss they would
deceased if he wants to come back; the otherwise face. This can even eventually
player in question considers whether or not result in a character being unplayable. It
it's worth playing his character at a reduced can also result in a party being unwilling to
level/Constitution and then makes a resurrect their fallen comrade. "Gee Dave, I
decision. don't know. Your dwarf's eyes glow red, you
The Sour Ground table is intended to can only drink blood, and we get diseased if
take the control (at least partially) out of we touch you. I don't think we want
the hands of the dead character's player. Drognaz adventuring with us anymore." Just
After all, their character is dead, so why to make sure that balance is maintained, it's
should they be involved in the decision recommended that you make a note of how
making process? In addition, this table gives many times a character has been
death some lasting consequences, which resurrected, and cap their return trips from
can make even high level characters more death at no higher than their level or their
cautious about their mortality. Constitution score, whichever is lower.
To use the table, just have the player
roll a d100. It's okay to tell them that the 1. No effect. The subject lucked out!
higher the roll, the worse the table gets, but 2. The character’s hair turns white.
there's no need to read them their result. It 3. The character’s hair and fingernails
may be something you want to keep secret. no longer grow.
If the result would alter their stats in some 4. The subject appears bloated, and
way, the DM chooses all alterations. For her flesh is spongy to the touch. (Much like
games set in Ravenloft, where magic a corpse that has been left out for a day or
(especially magic that manipulates the two.)
forces of life) can have dire consequences, 5. The subject is plagued by flies or
you should have the player roll twice, and other swarming insects. They follow him
let the DM choose the result. around as if he were a corpse.

77
6. The subject develops an instinctive her to join forces with them against her
distrust for a race that she would not “mortal oppressors.”
normally distrust, such as gnomes or elves. 22. The subject develops an infestation
7. Bad omens follow the character of maggots, in either part or all of his body.
wherever he goes. While disgusting, this invasion has no
8. The character’s voice becomes an detrimental effects.
evil hiss. 23. The subject can only speak in a
9. The subject becomes distrustful of whisper.
magic, feeling that it stretches the laws of 24. Any children the character has will
the universe too far. be stillborn.
10. The subject becomes dependent on 25. The character develops a bond with
magic, turning to it to solve all of her an item. Damage to the item will damage
problems. him.
11. The subject feels uncomfortable in 26. The subject becomes obsessed
the presence of silver. The burning, itching with starting a family while she still has the
sensation it creates intensifies if it touches time.
their skin, but there is no detrimental game 27. Vultures and other carrion eaters
effect. follow the character constantly, as if they
12. The subject casts no reflection in sense he is going to die soon.
mirrors or other reflective surfaces. 28. The subject comes back with a scar
13. The subject’s skin becomes pale, from whatever killed her. This scar cannot
his fingernails lengthen, and his canine be removed by any means.
teeth extend into fangs. 29. One of the subject’s feats,
14. The subject’s eyes become dull and proficiencies, skills, or other permanent
milky (like a zombie’s). character features is exchanged for a
15. Any food or drink the subject different one.
carries for longer than three or four hours 30. The resurrection attracts unwanted
goes bad. attention. The subject is pursued by a
16. Open flames flicker when the creature that wants to destroy him. (This
character passes. can be a servant of a death deity, an
17. Candle flames in the presence of Inevitable, or a cleric who believes that he
the character turn blue. should never have been brought back.)
18. If the character stays in the same 31. One of the subject’s languages is
place for more than a few weeks, freak changed.
accidents begin to befall those around her. 32. The subject is haunted by
19. The character hears voices. (The nightmares. She must make a DC 18 Will
voices of those he has slain, his dead family save to get restful sleep.
urging him to join them, or any other 33. The subject becomes fearful of all
common thread the DM likes.) of the ways he could die. Due to this, he
20. The subject’s eyes glow in the takes a -2 to all saving throws against fear.
dark. This light isn’t enough to see by. 34. White vapor comes out of the
21. Intelligent undead treat the character’s mouth when she speaks.
character as one of them. If there is a 35. The subject becomes a carrier for a
necromancer in the party, they may invite supernatural disease called the Greys. She
develops dry, flaky grey skin, along with a

78
deep cough, although she takes no ability is enough to give him away if he is
damage. Anyone she comes into physical attempting to use Hide or Disguise.
contact with risks contracting the disease, 49. The subject becomes anemic. If he
however. The Greys have an incubation takes more damage from a single physical
period of one day, a save DC of 16, and attack than his Constitution score, he begins
deal 1d3 Charisma and 1d2 Constitution to bleed at the rate of 1 hp per round. Any
damage. The subject cannot rid herself of healing or a DC 15 Heal check stops the
this disease by any means. bleeding.
36. The subject becomes vulnerable to 50. The character feels compelled to
flame. Any time he takes damage from fire change her religion. Some part of her death
(even a single point) he risks catching on experience convinced her that she was
fire. following the wrong deity.
37. The character develops a hunger 51. If the subject delivers the killing
for raw meat, and no longer gains blow to any creature, he must make a Will
sustenance from regular food. save (DC equal to the HD of the victim) or
38. The subject becomes vulnerable to be stunned for one round, assailed by
the favored weapon of any deity with death flashes of his victim's life.
in their portfolio, taking +1 damage from 52. In order to balance the scales, the
them. forces of the universe return one of the
39. The subject suffers lingering subject’s recently slain foes to life.
stiffness. She takes a -1 to Reflex saves. 53. In order to balance the scales, a
40. The subject is weak and sickly. He friend or ally of the party dies. The
takes a -1 on Fortitude saves. circumstances should superficially resemble
41. The subject is plagued by the way the raised character died.
distracting thoughts of death and dying. 54. The character becomes incapable
She takes a -1 on Will saves. of mercy. She may not voluntarily inflict
42. In addition to resurrecting the subdual damage on any opponent.
original subject, the spell resurrects a twin 55. The character develops light
of the subject, who is of the exact opposite sensitivity as if he were a drow or an orc.
alignment. If one twin dies, so will the 56. All Divination spells operate on the
other. character as if he were an outsider.
43. Turning/rebuking attempts treat 57. The character no longer has a
the subject as undead. detectable pulse, and his breath cannot be
44. Undead sense the character. He observed.
takes a -6 on Hide checks against undead. 58. The character requires twice as
45. The character’s alignment remains much food per day in order to stave off
the same, but all spells, magic items, and starvation.
magical effects treat her as if she were evil. 59. The character becomes dehydrated
46. The subject no longer heals hit twice as fast.
point or ability damage naturally. 60. The subject becomes vulnerable to
47. The subject gains a severe, holy water as if he were undead.
crippling phobia of a specific death symbol, 61. The subject becomes vulnerable to
which can vary by race or culture. garlic. The smell or touch of it causes her to
48. The character smells as though he be nauseated if she fails a DC 12 Fortitude
were continuing to decompose. This stench

79
save. If she makes the save, she is merely 72. The character becomes vulnerable
sickened. to protective magics. He suffers a -2 on
62. The character is slow to react, like saves against Abjuration spells.
a mummy. He takes a -2 to Initiative rolls. 73. The character's spirit is slow to
63. The subject feels compelled to adapt to new circumstances. He suffers a -2
sleep in funerary conditions, with a shroud, on saves against Conjuration spells.
in a coffin, etc. While asleep, the character 74. The character stands out like a
is only distinguishable from an actual corpse beacon to magical sight. He suffers a -2 on
on a DC 15 Heal check. If she cannot meet saves against Divination spells.
these conditions, she gets no restful sleep. 75. The character's spirit finds it hard
64. The subject must sleep in actual to throw off mental control. He suffers a -2
grave dirt. Should he fail to meet this on saves against Enchantment spells.
condition, he gets no restful sleep. He may 76. The character comes back with a
scatter handfuls of grave dirt over his weak point in his spirit. He suffers a -2 on
bedding if he chooses. saves against Evocation spells.
65. When the character is sleeping, her 77. The character finds it harder to
body can be possessed by incorporeal separate truth from deception. He suffers a
creatures as if they were using a Magic Jar -2 on saves against Illusion spells.
spell. Any incorporeal creature who sees her 78. The character still has one spiritual
recognizes this. foot in the grave. He suffers a -2 on saves
66. 1d4 of the subject’s ability points against Necromancy spells.
are redistributed randomly when they 79. The character's spirit becomes
awake. especially malleable. He suffers a -2 on
67. Protection from saves against Transmutation spells.
Good/Evil/Law/Chaos spells treat the 80. The character may only eat the
character as if he were an outsider. leftover food of the living. Other food
68. Animals become skittish around the causes the character to become nauseated
subject. She takes a -2 to Animal Empathy, with no save.
Ride, and Handle Animal checks. Familiars, 81. The character comes back with no
paladin mounts, animal companions, and memory of her friends or loved ones.
similar creatures are unaffected by this. 82. The character’s presence becomes
69. Consecrate/Hallow effects treat the disjunctive. At the beginning of every game
character as undead. Unhallow and session, roll a d%. On a result of 1, one of
Desecrate effects do not. the character’s magic items becomes non-
70. One of the character’s magical item magical. (Determine randomly, artifacts are
slots is no longer available. (Determine immune to this effect.)
randomly.) If this affects a slot which would 83. The character becomes thin and
normally allow two items (rings, for skeletal. The character’s weight drops to
example), then the character can still use 75% of what it used to be.
any magical item that requires (or allows) 84. The character becomes ravenous,
only one item to be worn. and her weight rises to 125% of what it
71. The character must ingest blood used to be.
rather than water to avoid dehydration. 85. One of the subject’s limbs is no
longer under his control, but instead under
the DM’s.

80
86. Running water inflicts physical pain 91. Any plants (not plant creatures) in
on the character. He takes a -10 on all swim the same immediate vicinity as the
checks. character (a few feet or so) for more than
87. Cure/Inflict spells treat the 4-10 hours will sicken and die.
character as undead, as do Heal and Harm 92. The character feels the constant
spells. presence of the grave weighing him down.
88. Non-sentient living beings (animals, She takes a -2 on saves against effects
oozes, etc.) attack the character before any which cause fatigue.
other enemy. 93. The character feels as if nature
89. Bane weapons, a ranger’s favored itself has turned against him. When the
enemy bonus, and similar effects treat the character saves against natural, non-
character as undead. magical effects native to the material plane,
90. Children or animals in the vicinity such as drowning in the ocean, but not an
of the character when he sleeps (the same elemental’s vortex ability, he suffers a -2 to
village, district, etc.) may contract a the save.
supernatural disease called the Tomb Curse. 94. The character becomes mute.
This disease has an incubation period of 95. Every day the character goes
2d12 hours, a save DC of 12, and causes 1 without taking a life, she takes 1 nonlethal
point of Constitution damage on a failed damage that cannot be healed until she kills
save. a sentient being.

81
96. The character can only be awake at After a number of encounters with
night. He needs a DC 16 Fortitude save to fellow adventurers suffering terrible
stay awake when the sun is out. changes following their resurrections, one
97. The character suffers a -2 on all necromancer invented a way to attempt to
saves which cause death on a failure. mitigate the damage by crafting a soul
98. The character’s alignment shifts anchor. A wizard with a soul anchor is
one step. If at all possible, this shift is tethered to the material world even beyond
towards Chaotic Evil. This shift will not death, and finds returning much easier.
cause the character to be ineligible for any
class that she belongs to. Anchor the Soul
99. The particular spell used to bring
Necromancy (Evil)
the character back will never work for her
Brd 3, Clr 4, Sor/Wiz 3
again.
100. Roll twice, or DM’s choice. Components: V, S, F
Casting Time: 1 day
Range: Touch
Target: One object or willing creature
Duration: Permanent
Saving Throw: Yes (harmless)
Spell Resistance: Yes
This horrible spell uses the life force of
another to secure the caster's own to the
material world. Casting it imbues an object
or another person with a tiny portion of the
caster's soul, making it easier to return. For
each soul anchor that a caster has, he may
roll an additional time on the Sour Ground
table, but must use the lowest result. In
Ravenloft, the first soul anchor does not add
a third die, it merely removes the DM's
ability to choose the result.
However, there is a downside. If a soul
anchor should be destroyed, the caster
immediately loses 500 experience points per
level he has. (This can result in level loss.)
Even if the object or person is mended or
raised, the connection (and experience
points) will not return.

82
The Clay of Heroes
Sample PCs for 5th Edition
Andrew “alhoon” Pavlides
apavlides24@yahoo.com

Through my travels, I’ve met many nearly lost his life after a Talon left him for
people: influential, wealthy, downtrodden, dead. He was found by a traveler and
poor, cursed, blessed, villains hailed as nourished back to health; since then he is
saviors and unsung heroes ignored by most. plagued by visions of the "Gray Realm" as
Yet there were a few people that I’ve met taught by the Eternal Order, leaving him
through the years who I believe have little choice but to become a follower of that
potential to become something more than grim religion.
the common people I meet when they face His "condition" and new conviction led
the darkness of the world. Some of these him to the decision to leave the army, but
persons of interest would avoid the fight, he is still a patriot that strives to fight the
some would succumb to the temptation of horrors of the land, although he realizes the
evil and leave tragedy in their wake, some dangers and doesn’t overestimate his
would meet their end at the jaws of a combat prowess. Yet, barring suicidal
monster, but a few of them would shine, missions, he tries to postpone the "Hour of
and make the world a better and safer Ascension," the time when the dead will try
place, bringing justice. But for good or for to reclaim the land of the living, by
ill, I’m certain that these people, barely appeasing the restless dead that he can see
above the mean when I met them, are in the “Gray Realm” or destroying those that
special. I’ll include a few notes on them for walk in this world, one undead at a time.
reference, to compare what I saw in them Tornuk has grown to be a dependable
with what I’ll learn from the stories of their man of few words, who has learned to help
exploits. his fellow combatants and allies, and is
I don’t expect to get every detail right ready to lay down his life if it means
in these notes; perhaps I’ve noted the defending the innocent from undead.
wrong weapon or made a mistake in a Strength 16
personality quirk. Either history will correct Dexterity 14
me or they will remain insignificant enough Constitution 15
for the details to not matter. Intelligence 11
Wisdom 13
Tornuk, the Zealot Charisma 9
Human male, fighter 1, Lawful Good
Background: Tornuk was an Personal characteristics
infantryman in the service of one of Appearance: You are a well-built man
Darkon's barons during Azalin's absence. In in his early twenties, of above average
a skirmish with the Falkovnian invaders, he height, with dark hair and eyes that have

83
seen too much death. You have a long scar
Class abilities
on your chest that leads to your belly, the
memento left to you by the Talon who Armor and weapons: You’re proficient
nearly killed you. with all armors, shields, simple and martial
Background: Soldier weapons.
Feature: Military rank (sergeant of Fighting style: Defense (+1 AC when
infantry in baronial Darkonese army). wearing armor)
Personality trait: You face problems Second wind: Gain 1d10+1 temporary hit
head-on. A simple direct solution is the best points on your turn as a bonus action.
path to success. Once used, you regain use of this ability
Ideal: Defending the world from the after a short or long rest.
Hour of Ascension is what matters most.
Bond: You fight for those that can’t
fight for themselves.
Sariel, the Outcast
Flaw: You have little respect for Elf female, fighter 1, Chaotic neutral
anyone that doesn’t share your view-point Background: Sariel was born in a
on the undead and the Hour of Ascension. small community of semi-nomadic wood
Dark shadow: Gravesight. You can elves in Tepest. Sariel was never too close
spend your inspiration to witness the with her extended family and although she
ethereal resonance of a recent event. The shared their wanderlust, she wanted more
event must have had some emotional than the simple way of life of her kin; she
significance and have occurred in your had the spark of greed rarely encountered
current location. Watching the ghostly re- in her community.
enactment might offer some clue as to what When she was close to adulthood and
happened or provide new information already an excellent marksman, she
regarding the past. This might call for the witnessed an unfriendly interaction between
normal Horror check for witnessing a her cousin and a couple of human hunters
disturbing event. over some quarry. Before she had the
chance to make her presence known, she
Character information spotted something on the human; a silver
Proficiency bonus: +2. Skills: Athletics, necklace with a blue aquamarine on it.
Perception, intimidation, survival. Tools: Sariel became enamored with this piece of
gaming set (dice) jewelry. As the humans raised their voice
Languages: Darkonese, Vaasi against her cousin, Sariel didn’t wait for
things to heat up. She shot and killed the
Saving throws: Constitution +4, Strength
first human on the spot and chased and
+5
then killed the other human, ignoring the
Hit points: 12 AC: 18
protests of her shocked cousin. Thinking her
Melee attack: Long sword +5: 1d8+3 cousin wouldn’t notice or mind, she stole
damage. Ranged attack: javelin +4: the necklace.
1d6+3 damage. Returning back to the camp of her
Equipment: Chain mail, shield, long sword, family, the news of her actions was not
2 javelins, explorer’s pack, a smaller taken well. Her cousin related how her eyes
version of the holy symbol of the Eternal were drawn to the jewel in the first place
Order and a set of clothes. 15 gp and that it was the first thing she stole. Her

84
father demanded to see the necklace, and Constitution 12
when she produced it, he recognized it as Intelligence 10
the necklace belonging to a local noble. Wisdom 12
Sariel had killed a nobleman and the tribe Charisma 8
was sure the humans would retaliate. The
elves quickly gathered their meager Personal characteristics
belongings and left; nobody spoke another Appearance: You are a lean elf
word to Sariel that night, nor throughout woman in early adulthood. Your skin has a
the trip. Her family ignored her. She greenish tint, your eyes and hair are light
realized that it was time for her to go her brown. You wear jewelry when you can and
own way. you rarely go without the silver necklace
After several days in the wilderness, with the aquamarine which you stole before
Sariel found her way to a modest town. Her you started your journey.
exceptional archery skills and her Background: Outlander, origin:
knowledge of the wilderness were enough Outcast.
to secure her a position as a mercenary Feature: Wanderer. You can recall the
protecting caravans or travellers. When general layout of terrain, settlements etc.
work was slow, she didn’t mind taking the You can find food and fresh water for you
gold of criminal guilds looking for a bit extra
and 5 other people provided the terrain
muscle to settle their differences with allows it.
opponents, although she never killed the Personality trait: You are driven by
incapacitated, women, or children. Never appreciation of fine, expensive things and
being afraid of the road, she didn’t mind wanderlust.
betraying the trust of her criminal
Ideal: Change: Life changes like the
employers and stealing a piece of jewelry seasons and we must change with it.
she fancied here or there and then quickly Bond: Deep down, you want your tribe
leaving the area, settling in the role of the to accept you back.
outcast again. Flaw: You are slow to trust members
Sariel is willing to work for money even
of the other races or societies.
when the odds are bad, and she gets bored
when things are slow. She’s not above Character information
stealing from her employers though, and
Proficiency bonus: +2. Skills: Athletics,
she’s particularly fond of silver jewelry and
Perception, survival, intimidation, stealth.
blue-colored gems. Although she’s not
Tools: musical instrument (flute)
reclusive, she’s slow to trust, although deep
down she feels lonely and abandoned. Languages: Tepestani, Elven, Darkonese
Sariel doesn’t make significant relationships, Saving throws: Constitution +3, Strength
thinking that since her family turned her +3
away, everyone else is even more likely to Hit points: 11 AC: 16 (18 with shield)
do so, so she doesn’t want to give them the Melee attack: Rapier +6: 1d8+4 damage.
chance to hurt her feelings. As she matures Ranged attack: Long bow +8: 1d8+4
(which for elves takes decades) she may damage.
overcome this juvenile approach. Equipment: Rapier, studded leather armor,
Strength 12 shield, long bow, 20 arrows, flute,
Dexterity 18

85
explorer’s pack, a silver medallion with an incidents. As she was growing up, she was
aquamarine (worth in total 60 gp) and a more and more shunned by other children
couple sets of clothes. 11 sp and even her family grew more distant.
Strange occurrences around her were
Race abilities becoming less rare. By the time she was a
Darkvision (60’) teen, there was scarcely a person in her
village that couldn’t tell a story of something
Fey ancestry: advantage to saves against
strange happening near her. Nethesa
charm, can’t be put to sleep
developed a strong personality nevertheless
Trance: Instead of sleep, you go into a
and wouldn’t let insults slide.
deep meditative trance for 4 hours. As she grew from a kid to a woman,
Fleet of foot: Your base walking speed is the mysterious occurrences seemed to be
35’ more focused, as if she could guide the
Mask of the wild: You can attempt to hide power somehow. The most serious of such
even when lightly obscured by foliage, incidents was when she got in an argument
heavy rain, and other natural phenomena. with a baker and, a couple of hours later,
the man slipped and broke his leg, claiming
Class abilities that sudden sleepiness had overtaken him.
Armor and weapons: You’re proficient A few months later, kids started getting sick
with all armors, shields, simple and martial and most people in the village started
weapons. accusing her openly of witchcraft. Things
escalated when a couple of families
Fighting style: Archery (+2 to ranged
confronted Nethesa in the fields, threatened
attack rolls)
to kill her, and started throwing stones at
Second wind: Gain 1d10+1 temporary hit
her, disregarding anything she or her family
points on your turn as a bonus action. had to say. Nethesa, openly used magic to
Once used, you regain use of this ability defend herself, and several people fell
after a short or long rest. asleep. Horrified, the other assailants fled
and Nethesa’s siblings spirited her away.
Nethesa, the Redhead Not being welcome even in her own
family anymore and fearing for her safety,
Human female, sorcerer 1, Chaotic
Nethesa got a few of her belongings and
Good
left the area, a few steps ahead of an angry
Background: Nethesa was born in a
mob. She managed to escape to
rural community in Barovia, into a large
Richemulot, where she pretended to be an
family of farmers. Since she was an infant,
orphan and got a job as a waitress. In a
her crimson red hair was the source of
society more open towards magic, she
whispers, even though a little red in the hair
found that using her power to deal with
wasn’t uncommon in her family. As she
unruly bar customers actually got her
grew to be a child, there were rumors that
respect and a raise.
when she was agitated things would happen
She is grateful for the respect her
around her – unnatural things. Her siblings
employers gave her, but she’s growing
have let comments slip that spooky lights
weary of being a bar wench. She considers
may momentarily appear and flicker around
leaving to explore the unknown whenever
her, although her parents denied any such
an opportunity presents itself. She is a good

86
person, even if her strong character and
Character Information
temperament makes her somewhat quick to
anger. Ideally, she would like to help others Proficiency bonus: +2. Skills: Insight,
resist persecution and prejudice. Persuation, Arcana, Deception. Tools:
Strength 10 Gaming set
Dexterity 14 Languages: Balok, Mordentish, Vaasi,
Constitution 14 Draconic
Intelligence 12 Saving throws: Constitution, Charisma
Wisdom 10 Hit points: 9 AC: 15
Charisma 17 Melee attack: dagger+4: 1d4+2 damage.
Ranged attack: ray of frost+5: 1d8 cold
Personal characteristics damage
Appearance: You are a thin woman of Equipment: 2 daggers, bone wand (arcane
average height in her late teen years, with focus), explorer’s pack, set of clothes. 15
red hair. You usually tie your hair into gp
braids.
Background: Bartender Class abilities
Feature: You can find work in any Armor and weapons: You’re proficient
sizeable community, usually at an inn or with daggers, darts, slings, quarterstaffs
tavern but possibly in the services of a and light crossbows. You’re not proficient
noble, a rich merchant, or anyone else
with any armor.
needing your services. At such a place, you
Spellcasting: Charisma is your spellcasting
receive free lodging and food of a poor or
modest standard (depending on the ability. The spell save DC against your
generosity of your employer), as long as spells is 13 and your spell attack modifier is
you work for a shift each day. In addition, +5.
while working among drinking patrons you Cantrips (At will): dancing lights, mage
may pick up interesting gossip or hand, mending, ray of frost
information. 1st lvl spells (2/day): shield, sleep
Personality trait: You face problems Sorcerous origin: Draconic. Your innate
head-on. A simple, direct solution is the magic comes from draconic magic that
best path to success. unknown to you, was mingled with your
Ideal: Prejudice is damaging to blood or that of your ancestors before they
society; people should be treated fairly.
wandered in the mists of Ravenloft. You
Bond: You want to one day be spoken
are the first in your family to manifest the
of with respect and be remembered as
full power of your bloodline.
someone good despite being born with red
hair and an aptitude to magic. Dragon ancestor: Unknown to you, you
Flaw: You have a high temperament have a distant copper dragon ancestor
and you are often quick to anger. from the time when your family was
Dark shadow: You can spend your outside of Ravenloft. You can speak
inspiration to gain the prestidigitation Draconic intuitively.
cantrip for 1 minute. Charisma is your Draconic resilience: At 1st level, your hit
spellcasting ability for this cantrip. point maximum increases by 1 and

87
increases by 1 again whenever you gain a where he would receive further instructions
level in this class. The magic of your blood and left. As the spell faded, Ernek turned to
protects you. When you aren’t wearing see that his pursuers were dead; some by
armor, your AC equals 13 + your magic, some by weapons.
Dexterity modifier. Since that day, Ernek has been called
by the Kargat to spy on various parts of

Ernek, the Agent Martira Bay and beyond. The Kargat have
made it easier for him to evade the hand of
Human male, Rogue 1, True Neutral law and are not taking too much of his time,
Background: Ernek was one of a sometimes leaving him alone to do as he
multitude of orphans to grow up in the pleases for weeks. So far he hasn’t been
backstreets of Martira Bay. An unruly child, asked to do anything extremely dangerous
he spent some of his childhood living in or immoral and he’s being paid for his
rough downtrodden orphanages or temple services. He has learned of more locations
facilities and equal parts living on the where he could request help or drop
streets begging and stealing to survive. As information, but he hasn’t made a real
he grew into his late teens he fell in with a acquaintance with anyone from the Kargat.
rougher crowd at the docks that didn’t shy The people that give or retrieve the
away from violence or serious theft. During information from him are just associates like
these years, Ernek did things he’s not proud him, or so they claim.
of, but they don’t include murder. While the money Ernek receives for his
One night Ernek managed to trick a services is enough to keep him out of the
couple of dock guards, get away with a gutters and he’s thankful for the opportunity
chest from a ship, and take it to his hiding to work for his country, Ernek holds no
place. Before he was able to break the lock illusions about his place. He accepts the
of the chest though, he realized that the rewards but worries that sooner or later,
abandoned building where he resided with the Kargat will ask him to risk his life or
some of the gang was being surrounded. worse, do something that’s contrary to
His pursuers had superior training and whatever remains of his morals, and he’s
equipment. In the ensuing struggle a lot of not sure he actually has the right to say no.
his friends were overpowered but he Strength 12
managed to escape with the chest. Before Dexterity 16
he had gone far though, he was held still by Constitution 14
what could only be a magical spell. After a Intelligence 13
few long seconds during which he could Wisdom 10
only listen to the sounds of struggle behind
Charisma 12
him, a hooded person approached him and
retrieved the chest. He was informed that Personal characteristics
by stealing the chest before it could be
Appearance: You are a nimble man in
brought outside of Darkon, he
his early twenties, with fair hair and gray
hadperformed a service for the Kargat,
eyes and the features of a person who had
Azalin’s secret police. The figure gave him a
a rough childhood.
pouch full of gold, informed him that he was
Background: Criminal - Spy
now recruited into the service of the king,
(Pickpocket)
whispered to him the location of a tavern

88
Feature: You have a
several reliable and
trustworthy contacts who act
as your liaison to the Kargat.
You know how to get
messages to and from the
Kargat, even over great
distances. Specifically, you
know the local messengers in
various professions, in and
around Martira Bay and a few
such persons in every major
part of Darkon.
Personality trait: You
would rather make a new
friend than a new enemy.
Ideal: Aspiration. You’re
determined to make
something of yourself.
Bond: You have done
several bad things to survive
in your life, some in service of
the Kargat, some while living on the streets.
You hope to one day redeem yourself.
Class Abilities
Flaw: You turn tail and run when Armor and weapons: You’re
things turn really bad. proficient with light armor, simple weapons,
hand crossbows, longswords, rapiers and
Character Information short swords.
Proficiency bonus: +2. Skills: Deception, Expertise: Your proficiency bonus with
stealth, acrobatics, investigation, thieves’ tools and deception is doubled.
Sneak attack: Once per turn, when
persuasion, sleight of hand. Tools: Gaming
you hit a creature with a finesse or ranged
set, thieves tools
weapon and you have advantage on the
Languages: Darkonese, Mordentish
attack, you deal +1d6 extra damage to the
Saving throws: Dexterity, intelligence target. You don’t need advantage to the
Hit points: 10 AC: 15 attack roll if one of your allies is within 5’ of
Equipment: Rapier, studded leather armor, the target, your ally isn’t incapacitated and
thieves tools, gaming set (dice), 3 throwing you don’t have disadvantage on the attack
daggers, a couple sets of clothes and roll.
burglar’s pack. 6 gp Thieves’ Cant: During your rogue
Melee attack: rapier +5, 1d8+3 damage. training you learned thieves’ cant, a secret
Ranged attack: dagger +5, 1d4+3 mix of dialect, jargon, and code that allows
damage you to hide messages in seemingly normal
conversation, which only others knowing
thieves’ cant will understand. It takes four

89
times longer to convey such a message his help, were etched in Amenar’s heart.
using thieves’ cant. With a smile that Amenar felt would melt
In addition, you understand a set of his legs, the girl introduced herself as
secret signs and symbols used to convey Marine Renier, niece of Jaqueline of
short, simple messages, such as whether an Richemulot. About then, the others returned
area is dangerous or the territory of a and proclaimed the road free. When
thieves’ guild, whether loot is nearby, etc. Amenar suggested that perhaps they should
accompany Marine to her destination, the
Amenar, the Anchorite: warden’s frown made apparent that the
older cleric realized what the young
Human male, cleric 1, Lawful Neutral
apprentice had in mind and didn’t approve.
Background: Amenar was born in
The Warden healed the bodyguards of the
Dementlieu, in a large village near the
noblewoman, and the anchorite group
border, as the third son of a successful shop
stayed behind as she left, to bury the
owner. Showing an inclination towards
bodies of the fallen. The Warden reminded
learning, religion, and a strong sense of
Amenar that his mind should be in his
duty from a young age, Amenar found
studies for the following years and that a
himself training to become an anchorite
noblewoman was above his station.
from his early teens, with the blessings of
Amenar soon finished his studies and
his family. His lessons were rigorous and he
became an anchorite. He is anxious to
trained in both religion and battle. To round
prove his mettle and protect the world, as is
his education he spent time in various
his duty. He never forgot Marine Renier
different churches of Ezra throughout the
though and considers her an inspiration to
western Core.
make the world a safer place, where she
During one such travel, while in the
and other people would travel the roads
service of a traveling anchorite cleric, a
without fear.
warden, his group was passing through the
Strength 14
hardly tamed rural areas of Richemulot.
Dexterity 10
They heard commotion, and a woman’s call
Constitution 14
for help. Rushing to the scene, they found a
small group of armed men fighting the Intelligence 12
bodyguards of a young noblewoman with Wisdom 16
dark brown hair and fear in her eyes. Charisma 13
Amenar was immediately smitten with the
visage of the beautiful, aristocratic, and Personal characteristics
seemingly defenseless girl. Amenar’s troupe Appearance: You are a well-built man
rushed to help the noblewoman, engaged in your early twenties with austere features
the armed men, defeated them and before and dark hair.
chasing the thugs into the woods, alongside Background: Acolyte
the surviving bodyguards, they tasked Feature: Shelter of the Faithful
Amenar to stay and defend the noble girl. Personality trait: You’re tolerant of
The next few minutes that Amenar other religions and respect the worship of
spent with noble girl, so hopelessly above other Gods.
his station, so calm now that the imminent
danger passed, and keen to thank him for

90
Ideal: Faith. You trust that Ezra will throws against fear and against being
guide your actions and you have faith that if charmed. This blessing lasts until the end of
you work hard, things will go well. your next turn. You can use this feature a
Bond: You never forgot Marine, number of times equal to your Wisdom
although she’s so high above your station. modifier (a minimum of once). You regain
Flaw: You put too much trust in those all expended uses when you finish a long
that wield power in Ezra’s hierarchy. rest.

Character Information
Proficiency bonus: +2. Skills: Insight,
religion, history, medicine.
Languages: Mordentish, Balok,
Darknonese, Vaasi
Saving throws: Wisdom, Charisma
Hit points: 10 AC: 16
Melee attack: longsword+4: 1d8+2
damage.
Ranged attack: Sacred flame (DC 13): 1d8
radiant damage
Equipment: Shield, scale mail, long sword,
explorer’s pack, set of clothes. 2 gp

Class abilities
Armor and weapons: You’re
proficient with light armors, medium armors
and shields. You’re proficient with all simple
weapons and long swords.
Spellcasting: Wisdom is your
spellcasting ability. The spell save DC
against your spells is 13 and your spell
attack modifier is +5.
Cantrips (At will): Guidance, Light,
Sacred Flame
1st lvl spells (2/day): SanctuaryD,
Shield of FaithD, Bless, cure wounds
Spells marked with “D” are mist domain
spells.
Divine domain: Mist domain
Bonus proficiency: When you choose
this domain at 1st lvl you gain proficiency
with long swords.
Shielded mind: Starting when you
choose this domain at 1st level, you can use
a bonus action to gain advantage on saving

91
Mikhail
A Love Story
By Kai D. Kalix aka Kadarin
kdkalix@gmx.de

–1 – And then I showed her how furious I


In the backyard of the tavern, there was. I made sure that she would never look
stand three birch-trees. Sometimes, I talk at Mikhail again. And that she would never
with them. I like birch-trees; they are funny. listen to him again. And that she would
Not like other trees. Oaks are so slow – they never – ever – kiss him again. Then I did
need hours just to say hello. And I will some other things – I got a little bit
never – ever – talk to apple trees again. agitated.
I watched him. As I watch him almost I do not think she was very happy. But
every night. In the tavern, where he spends then, I was not, either – all that blood, and
his evenings. the other fluids and things.
Not that he ever notices Me. I am good But I liked the screaming. I always like
at not being noticed. But I wished he would it when they scream.
– sometime – notice Me. He notices all the –2 –
waitresses. And flirts with them, although Sergey, the tavern’s house-cat, eyed
just, well, casually. Me suspiciously. But he does that with
He is a glassmaker, by the way. And he everyone, and he does it all the time. I do
has wonderful black hair. And beautiful not like tom-cats, and do not speak with
green eyes. them. I like female cats, and do talk with
I do hate waitresses. Especially the them. They are strange, but they are funny.
good-looking ones. Of course, Mikhail was confused and
On this night, however, he brought a also a bit sad when she had vanished. But
girl with him. I did not like her. It was – so he got over her, so to speak, after a while –
to say – hate at first sight. They laughed. without, naturally, knowing that she was
They touched. They kissed. still alive. He still did not notice Me any
I went furious. more than he did before.
Then they left. He brought her to her Then he brought another girl with him
door. Then they kissed again. And then he into the tavern.
went home. Another blonde one. I do not like
And I removed her. blonde girls. Especially not those with
No, not in that way. I brought her to hungry blue eyes.
my cellar. Where I have chains. And other It was like the other night. He did not
things. So I chained her to the wall, and I even realize that I was watching them.
cursed her. She would never die, except Intensely. Otherwise, he might have seen
when I wanted her to. what was coming.

92
He brought her home, and I removed And then she realized that those
her, as I did with the first one. This time I creatures once were human; and that she
used a spiked club (after applying the may well be made into something like them.
curse). The result was satisfying – for Me, She screamed.
at last. Except, again, for the blood and the And then, well, she noticed the hunger
other… things. of the other two. The hunger. And that she
She also screamed a lot. And the first was the only food. She was only food, to
one joined her. It was almost like a duet. I those two. Oh, how she screamed. Oh,
enjoyed it very much. what fun I had.
My cellar, on the other hand, is getting The next morning, I did my hair in the
a bit crowded. latest fashion. It looks nice.
But the other day, I bought some new –4 –
clothes. I thought the ones I was wearing It was a perfect day. The sky was of a
made Me look a bit – weighty. And I did not perfect blue, the sun was perfectly shining,
like the color anymore. Anyway, blood and the things in the cellar were screaming.
stains are so hard to get out. Especially after I showed them some of my
–3 – pets. And – oh – my real form. That was
On this day, it snowed. Horizontally. In when they began screaming really loudly.
the middle of summer. So I looked. Into And with real passion.
places where mere humans do not see But – there will be no fourth girl in My
anything. Someone was fooling around with cellar. Even though I have room enough, it
the weather. They would have to pay the is getting too crowded. I do not like it this
price for that; there are Powers that do not way.
take those things lightly. Mikhail will be Mine.
Again, Mikhail had sulked for a time.
And he still did not notice Me at all. Well, I
cannot make him – that is part of the curse
that lies upon Me. Put upon Me by another
man I found – attractive. And I want him to
notice Me. And he will notice Me.
Then he brought still another girl into
the tavern. By that time, I had begun to see
the tavern as ours – as our special place,
Mikhail’s and Mine. He, on the other hand,
did not seem to think so. Well, it was like
the other two before.
Only, this time I did not hurt her –
although I did put the Curse of Undying
upon her. I just watched – out of the
darkness, of course – her becoming aware
of the fact that she was chained to a wall.
In a cellar. She screamed. I liked that.
Then she noticed the other two
creatures in the room. Which made her
scream again.

93
Heart of the
World
The Role of Barovia
By Mikhail "NeoTiamat" Rekun
mrekun@gmail.com

an archetypal setting, a blank canvas onto


Barovia in Ravenloft which the GM can apply a werewolf, a
ghost, a vampire, a curse, a demon, and so
forth.
Tropes
Among other things, this means that
Barovia is sort of the quintessential painting Barovians as wretched and
Gothic horror setting ̶ the sleepy, isolated impoverished and unpleasant is somewhat
Balkan village menaced by vampires, counterproductive. Barovia should be a
werewolves, ghosts, curses, and so forth. domain of hearty rural farmers, good
Its literary origins are to be found in Bram people, though a bit traditional. Why? So
Stoker, Mary Shelley, and Frederick Marryat that the players want to help them. They
(author of a werewolf short story, The should be sympathetic, so that they make
White Wolf of the Hartz Mountains), though better victims.
the imagery is most associated with the
Universal Horror films of the 1930s and Theme
1940s and the Hammer Horror films of the
As a result, the central themes of
1950s through 1970s. To a lesser extent, it
Barovia can be summed up as:
also has antecedents in the Ruritania of
• Isolation. Each setting is a closed
Anthony Hope's The Prisoner of Zenda, that
circle that locks once the PCs arrive. They
is, in the sort of small, half-modern, half-
cannot leave; help cannot arrive. Barovia is
feudal crypto-Balkan states of literature.
a very claustrophobic setting, each village
isolated by a hostile environment even
Purpose
though the actual distances involved are
The purpose of Barovia, therefore, is to rather small.
provide the Gamemaster with an • In the Blood. The human culture of
inexhaustible supply of isolated villages, Barovia emphasizes family and kin, and the
ready for menacing. Originally, this was the horror aspect is not different. People are
purpose of the village of Barovia, menaced punished for the faults of their ancestors.
by the Vampire Strahd, but as the setting's This is not about cosmic randomness.
grown, I think that is a torch better passed People always know why they are punished.
on to other monsters. Think of Barovia as It's about the sins of the father passing

94
unto the sons. This is a very Gothic theme, advantage of it and utilizing it, but
and endlessly applicable. ultimately Mother Nature is still the boss
• The External Threat. The theme of here. Barovia is a mountainous area, with
many Domains is the inhumanity of man to several mountain ranges coming together
man. Hazlan, Falkovnia, Dementlieu, Borca, into a kind of thick region of mountains,
are all about how cruel people can be to plateaus, foothills and river valleys. This is a
each other. Barovia is different. In Barovia, wild, chaotic country – the land is sort of
the horror comes from the monsters. wrinkled up, crisscrossed with impossibly
Indeed, given that the monstrousness is 'In fast rivers and steep ravines. The rivers
the Blood' (see above) for so many here are very fast and very cold, and falling
monsters, they might not be bad people... into one is an excellent way to drown or
but they're still a werewolf or a ghost, and break your neck on some rocks, even
have to be put down. This is a good setup though they aren't very wide or deep. The
for the tragic monster. entire country is covered in a thick forest
(hardwoods such as oak and beech in lower
elevations, pines and spruce and fir higher
GM's Note up).
All of this, of course, is in service of What does this mean? On the one
the theme of Isolation. Given the hand, it means that the country is
characteristics of Barovian nature, it inordinately rich. The fast rivers are
is extremely easy to have the road constantly replenishing the soil, there is
or the bridge be out whenever it is timber everywhere, and all those mountains
dramatically appropriate (too much mean mineral wealth. Barovia is a very, very
snow, too much mud, a storm rich land, at least so far as natural
washed away the bridge) even resources are concerned.
without recourse to sabotage or On the other hand, Barovia's
ambush. Once the PCs arrive in a countryside is lethal. This is not the kind of
setting, they can be isolated easily... flat forest where a man can ride a horse
At the same time, vampires that can between the trees. This is the sort of forest
turn into bats, werewolves able to where the ground is covered in tiny gulches,
run as wolves, and incorporeal there are gnarled roots everywhere,
ghosts are all immune to constraints everything's covered in (possibly thorny or
of mobility. Monsters are always poisonous) shrubs, and there are
more able to maneuver in Barovia's unexpected gorges and rivers all over the
nature than the players are. place. Running in this forest is simply asking
to step into a rabbit hole and break an ankle
within thirty paces. Nor is the fauna of

The Land Barovia particularly safe. While wolves


rarely attack healthy adult humans, those
same humans after they've become lost or
Environment injured are another story altogether.
While not uninhabited like Forlorn, Barovians do not travel very much
Barovia is not a highly-tamed land like because travel is dangerous, especially out
Dementlieu is. It's a place of nature, in all of into the wilderness. Few Barovians know
its glory, where humanity is sort of taking what the terrain is like more than a few

95
miles away from their villages. Even the
roads are only an imperfect solution, most
being slender paths that rely on fords or
GM's Note
rope bridges to cross the many rivers. In The explanation for both the
the winter, the roads are covered in several Choking Fog and the tunnels of the
feet of snow, and the country essentially Balinoks can be found in the fact
grinds to a halt. In the spring, sudden that one of the Balinoks is an
storms and floods can render the rivers intermittently active volcano, which
impassable, and rain turns the dirt roads to throws up ash into the region a few
mud in which a man can sink to his ankles. times a year – the tunnels are old
In the mountains, avalanches can block lava tunnels. Ash being an excellent
passes, and blizzards are a regular fertilizer, this also explains some of
occurrence at higher altitudes, even as late Barovia's legendary fertility.
as May or as early as September.
All of this means that for the average in them. Curiously, many of the Balinoks are
Barovian, a village ten miles away may as riddled with caverns and tunnels, some of
well be on the moon for all the chance of which go for miles.
anyone reaching it, if the road is out. (And Barovians have a healthy respect for
the road is, of course, out, whenever it is nature, and treat it as a kind of capricious
dramatically appropriate for it to be). goddess in its own right, placated with a
Meanwhile, away from the roads, the range of superstitious acts. That said, they
country still hides a great many secrets. also treat anyone too-friendly with nature
Ancient keeps, ruined monasteries, with suspicion. A hermit who lives in the
abandoned villages, old stone circles... one woods on his own is someone who is
can find all sorts of things out in the woods, violating the natural order of things. Barovia
if one is brave enough to go poking around isn't Tepest, he's not in danger of getting
burned to death, but that's where suspicion
goes the moment something goes wrong. At
the same time, the Vistani are distrusted
On the Choking Fog because they are able to ignore the
One particular weather pattern restrictions on mobility that plague regular
peculiar to north-central Barovia is Barovians. Vistani don't worry about bridges
that of the Choking Fog. Several that are out, about muddy roads, about
times a year, dark clouds emerge snow up to their waists. It's not a problem
from the high Balinoks and float for them. Nor is it a problem for anyone
down to the area around Castle travelling with them, but then, that's not
Ravenloft, carried by high winds.
The clouds are composed of a fine
grit that gets into everything, and GM's Note
those who breathe it cough for You may consider the implications
days. Nevertheless, people continue of the unity of Strahd with the Land.
to live there because the dark soil of Nature in Barovia is dangerous, and
the region is some of the most Strahd has a certain control over it, by
fertile in the core. dint of ancient ritual.

96
really safe. Merchants are also people who Toyalis or so, let alone Port-a-Lucine.
ignore the constraints of mobility, but they Similarly, the towns do not have the marks
do so in a more acceptable fashion (they of what one would consider 'high culture.'
still get snowed in). There are no museums, no universities, no
large-scale manufacturing. What there will
Social Geography be is localized government (the
Barovia is actually quite densely burgomeisters of the towns are expected to
populated, but it is a rural population, and keep track of all the tiny villages in their
one that the nature of the Barovian corner of Barovia), artisan manufacturing
landscape serves to camouflage. Even so, (most of Barovia's specialist production will
Barovia is not constructed entirely of tiny be in the towns ̶ that is, dressmakers,
rural villages. furniture makers, gunsmiths, etc, producing
At the edge of full urbanization are the either what peasants in villages cannot, or
six main settlements of Krezk, Zeidenburg, producing a higher quality version), multiple
Teufeldorf, Immol, Vallaki, and Barovia churches/temples, lawyers and legal
Town, each with a population of ten to apparatus, and educational establishments
twenty thousand. These are market towns (offering something loosely equivalent to a
and trading centers, collecting goods from middle-class education in Borca or
the countryside and offering them up to the Dementlieu).
many merchants that come to Barovia,
either to purchase agricultural produce, The Folk
timber, and mineral resources, or while
passing through between the Western and Social Classes
Eastern Core.
Compared to Nova Vaasa, Hazlan, or
The majority of the population lives in
Dementlieu, Barovia is extremely flat as a
small villages, most of which have a
society. There's a sort of broad rural
population of a few hundred souls, though a
prosperity that does not much allow for
handful go as high as a thousand. These
either the very poor or the very rich to
villages honeycomb the country, isolated
exist, at least in the sense that they do in
from one another by Barovia's harsh
other countries. This is something of a
environment, but connected by networks of
historical and geographical accident ̶ debt
roads. They're primarily agricultural, though
peonage and serfdom never really caught
most villages will also engage in some
on in Barovia, the practice of partible
village industry on the side – one village
inheritance common to both gentry and
may have an orchard for apples or plums
peasants (wherein the land is divided
(and a distillery for brandy); another may
among heirs in order of seniority, rather
engage in fishing, plant vineyards, or
than going entire to the eldest) has kept
pursue a little logging, and some of the
nobles from becoming particularly powerful,
largest engage in mining in the higher
and the harsh environment has limited the
Balinoks.
economies of scale that make large estates
in other lands more profitable.
Barovia is not an urbanized,
The most numerous social class, of
industrialized state. Even the towns are
course, are the peasants. Generally
quite rural. Vallaki and Zeidenburg, the
speaking, Barovian villages are self-
biggest, are still around 1/4th the size of

97
sufficient. They produce their own food, really commonly practiced, though a few of
clothing, shelter, etc. The poorest peasants the wealthiest peasants may have a couple
are just scrabbling at the edge of of hired hands.
subsistence, but the broad majority also The next step up is that of the gentry,
produce something on the side to sell to though the division between peasants and
merchants, whether additional grains, hogs, gentry is much more fluid in Barovia than in
apples, or brandy from small distilleries. other parts of the Core. Essentially, a
With that money, they can then buy things, member of the gentry possesses wealth and
primarily various small luxuries (good cloth some combination of public respect,
from Dementlieu, metalwork from Borca or government authority, and lineage that
Falkovnia). The great majority of Barovians entitles them to the title. Really, to become
own their own land, and wage labor isn't gentry, one must simply convince the local

Prominent Gentry Families


Though Barovia does not possess anything like the hereditary aristocracy that
other parts of the Core do, some gentry families are sufficiently established and
widespread that they may be considered aristocrats in all but name.
• The von Zaroviches: Perhaps Barovia's most infamous lineage, they have
provided the Counts of Barovia since before the Tergish Invasion, and boyars
bearing the von Zarovich name can be found in many of the most hostile and
dangerous parts of Barovia.
• The Wachters: Risen to prominence after the massacre of 351 BC, the Wachters
are some of the Count's most loyal servants, and have a proud military tradition.
• The von Holtzes: A small family, near Castle Ravenloft, but traditional agents of
the Count.
• The Petrovs: Once prominent, they maintain links to the domain of G'Henna. A
hereditary strain of madness runs through this family, but their fanatic loyalty
(and peculiar charisma) makes up for it.
• The Dilisnya: Barovian Dilisnya, or rather the tiny handful of them that remain
after their blood-feud with the von Zaroviches. They do have the same reputation
for intrigue and treachery, though.
• The Katsky: An old family, they control much of the land in the higher altitudes
of the Balinoks, and tend to be stand-offish and secretive about what they find in
their mines.
• The apMortens: A Forfarian family of note, they provide several of the Thanes
(Boyars) along the Forlorn border, and have a rather uncanny reputation for
sorcery.
• The Olszanik: A merchant family risen to prominence, the Olszanik are likely the
richest family in Barovia, with commercial links to all of Barovia's neighbors
• The Buchvold: A widespread family, and like the Wachters possessed of a long
tradition of military service.

98
community that one is of sufficiently schoolteacher, or becoming a soldier.
elevated status as to deserve the title. Barovian soldiers are in for the long haul
Anyone can become gentry if they manage (20-year enlistment terms are common),
to become successful enough as farmers but when the soldier finishes his enlistment,
and community leaders, and at the same he's entitled to a block of land, which is
time, bankrupt gentry can, after a likely to be quite a bit more than what he'd
generation or two, become peasants. This is otherwise inherit. Many villages like to have
important, because it means that Barovians a few retired soldiers around for protection,
see the gentry as being different in degree and there's been a concerted effort to settle
but not in kind from themselves. The title of Barovian soldiers in Gundarak as a sort of
'Baron' is the property of the most firmly reserve. Being a soldier is a very
established gentry families ̶ it marks respectable job, and a newly-retired soldier
authority over other boyars granted directly (who is going to be in his late thirties or so,
from the Count. The gentry are not exactly usually) is considered prime husband
aristocracy or nobles (that presupposes a material in most of Barovia's villages.
hereditary right to the position that the A somewhat unique class in Barovia is
gentry lack), but the oldest and most that of the rural intelligentsia. Consisting
established families are usually considered mostly of lawyers, priests, and especially
nobles. school teachers (nearly every village in
Merchants are a class of their own, Barovia has a school teacher), as well as
because they travel and link the different just about anyone who seems notably well-
villages to one another. In truth, the read or educated, these people have a
merchant may be the only stranger most position of influence and respect in Barovian
Barovians ever see. Foreign merchants are villages as the local intellectuals. The school
disliked and derided, and so are Barovian teacher is the person who has traveled (if
merchants, albeit a little less. That said, only to Vallaki or Immol) and has read
while everyone heaps abuse on the wealthy many books, and so whenever something
merchant (wealthy by rural Barovian out of the ordinary happens, they're called
standards), they're recognized as being upon to explain what is going on. They tend
vitally important to village and town life. to be the most modern Barovians, and are
With Barovian merchants, furthermore, the main means by which technology such
there tends to be a sort of mentality that as new agricultural techniques are dispersed
"He's a money-grubbing bastard, but he's through the countryside. That said, while
our money-grubbing bastard." they're respected, they're also seen as
Soldiers are increasingly prominent people not at ease with Barovian traditions
since the occupation of Gundarak, and are (like the honorable calling of the blood
mostly drawn from younger sons of feud), and are maybe a little un-Barovian as
Barovian families. Essentially, Barovians a result. Keep in mind though that these are
practice a partial primogeniture – that is to intellectuals and educated men only by the
say, the oldest son gets most of the land, standards of rural Barovia ̶ they have what
the next son gets a smaller plot, and the in Richemulot or Dementlieu would be
next son gets a smaller plot still, and so considered a solid middle-class education,
forth. Many younger sons thus seek no more.
alternative career paths such emigrating to Finally, tradesmen are only really found
the towns, becoming a priest or in towns. Many Barovian peasants practice

99
rebellions have occurred, the Barovian state
GM's Notes has in the past simply uprooted entire
villages and marched them to some other
In other words, Barovian aristocrats
corner of the country, where they would be
tend to look like vampires even when
isolated and unable to cause as much
they aren't vampires. This also
trouble.
explains why Strahd looks like
Barovians are the major ethnic group
Christopher Lee instead of Vlad Tepes.
(accounting for almost half the population),
some sort of minor trade, but what dusky-skinned and broad-shouldered, with
distinguishes a professional carpenter from dark features and wide hips, usually with
a peasant skilled with his hands is that the curly hair. Found throughout the County of
former is able to make a full-time living off Barovia, they are concentrated in the north-
it and no longer farms. They provide a to-northwest, from Krezk to Vallaki to the
higher quality of manufactured goods village of Barovia. Because this is the most
(candles, clothing, barrels, metalwork) than fertile part of Barovia, Barovians tend to be
peasants can produce, and at cheaper the wealthiest of Strahd XII's subjects, and
prices than importing from abroad. Some form the backbone of the country's army
Barovian products are actually export and government.
goods, particularly woodwork. Tradesmen Gundarakites are the second-largest
are usually a little more educated and ethnic group (accounting for some 30%),
broad-minded than the average peasant, and are physically much like the Barovians,
though not necessarily any more (stout, dark-complexioned), though certain
prosperous. differences in hair and eye allow one to tell
them apart (Gundarakite hair tends to be
Ethnic Groups more straight, and their eyes are of a subtly
Barovia is an absolute patchwork of different shape ̶ they tend toward epicanthic
ethnic and religious groups, most of which folds, in modern terms). Most scholars
do not trust and do not like the others. One believe them to be descended from the
of the more important tasks of the intermarriage of Barovians and Tergs
government is to keep ethnic tensions at a several centuries ago. For many years an
low simmer, and not exploding into bloody independent duchy, they were recently
pogroms. Of equal note is the fact that conquered by the Barovians. Most dwell in
Barovia's ethnic groups cannot be the southwest, in occupied Gundarak along
subdivided into neat regions, 'Gundarakites the Invidian border, though the Barovian
here, Barovians here, Thaani here,' but policy of uprooting and transplanting entire
rather they all intermix into a kind of ethnic communities has led to a second nexus
quilt. Most of this is due to historical
accident, the regular flow of peoples
through the Barovian countryside resulting
from migration and invasion. But moving
peoples about has also been Barovian
governmental policy for centuries, on the
grounds that it breaks up any large ethnic
clusters that might lead to rebellions. When

100
red hair and freckles. Their boyars and
burgomeisters are termed 'Thanes,' they
Barovians, Borcans, and the practice a separate, druidic religion, and
old gentry generally stick to themselves, though after
Traditionally, Barovians and so many years together, various Barovian
Borcans consider themselves to be ethnic features are starting to creep in.
the same people, or at least cousins. Forfarians are largely loyal to the Count, at
A more likely ethnographic least as an intermediary step towards
explanation is that the two are reclaiming their homeland, and are often
different ethnic groups with a long treated as elite troops in the Barovian
history of intermarriage along the armies, though few choose to take
border resulting in somewhat advantage of their plots of land anywhere
muddled appearances in the area but along the Forlorn border.
around Krezk. Barovians, as Thaani are a somewhat curious group,
mentioned, are mostly stocky, curly- with no real homeland or even consistent
haired, and dark-complexioned, appearance (they can look like just about
Borcans are usually taller, paler, anyone, though some highly unusual
with slight frames and straight hair. features like albinism or complete
Of some interest is that most of hairlessness seem to recur without rhyme or
the oldest Barovian gentry families, reason). While there are a few Thaani
including the Dilisnya and the von villages scattered in remote parts of Barovia
Zarovich, appear to be ethnically (more remote than usual), most Thaani live
Borcan rather than Barovian – in the various towns, where they form tight-
possessed of very pale skin, black knit communities closed to outsiders.
hair, and more delicate facial Though generally very nice people, most
structure than the hearty Barovians. Barovians consider them unnatural, though
Strahd has a certain control given the exceedingly high instance of
over it, by dint of ancient ritual. psionics among the Thaani, they might have
a point.
along the Nova Vaasan border. Another Vistani occupy a rather special place in
division among the Gundarakites is that a Barovian life. Nomadic merchants and
small portion of them have actually lived in entertainers, they have the formal
Barovia for generations prior to the protection of the Count, and a nearly
conquest of occupied Gundarak, having fled mystical ability to brave the worst
from Duke Gundar. These unfortunate environment to reach any village. Their
people, though loyal Barovian subjects, find relationship to the rest of Barovia is a
themselves distrusted both by Barovians as complicated one. On the one hand, they
Gundarakites, and by other Gundarakites as have government sanction, and provide
collaborators. much needed entertainment and excitement
The Forfarians are mostly found along for Barovia's isolated villages. On the other
the Forlorn border, and are ethnically and hand, no one actually trusts the Vistani, and
culturally distinct from the other denizens of they have a (not entirely baseless)
Barovia ̶ they tend to be taller, more reputation as thieves and swindlers.
athletic, and paler, with a tendency towards

101
message commands the loyalty of a slim
Religion
plurality of the country's inhabitants, in part
Religious communities in Barovia are because it's also the most favored faith of a
quite as diverse as ethnic communities – Barovian government approving of its
with whom they have partial, but not apolitical, decentralized organization. The
complete overlap. The same central location worship of the Morninglord is most popular
and historical movement of peoples has led among ethnic Barovians and among the
to a complex religious life in Barovia. The peasantry, though it's made considerable
Barovian government, unlike those of many inroads among Gundarakites in recent
of its neighbors, has never declared an years, and several prominent gentry families
'official' state faith, though they've been have converted, either publicly or privately.
quite active in persecuting those religions The worship of Ezra is the second
that they have seen as dangerous to largest religion in Barovia, being practiced
Barovia. Most villages follow a single mostly in the west of the country, near the
religion, while the six towns have about half Borcan border – Barovian Ezrans tend to
a dozen different religious buildings each. follow the Home Faith. The Barovian
Religious politics in Barovia thus tends to government is notoriously hostile to any
get quite heated. The three main religions idea of a temporal church, and has resorted
are those of the Morninglord, Ezra, and the to every means short of violence to staunch
Lawgiver: its spread. At the same time, the creed has
The Cult of the Morninglord is Barovia's proven very popular with the gentry and
native religious faith, having sprung up a merchant classes, dazzled by Borca's
few hundred years ago in Barovia town, and wealth, something that the canny Sentire of
having since steadily migrated west, first to Vallaki, Gabriel Buchvold, fully encourages.
Vallaki and thence to Krezk. The worship of
the Morninglord, with its positive, hopeful

The Extended Family


All of Barovia's ethnic groups place a great deal of importance on the extended family,
though the particulars vary from group to group (Forfarian clans are several times the
size of Barovian and Gundarakite families, the Vistani of any given caravan are all either
family or treated as such, and the Thaani essentially treat all other Thaani as family).
Family elders have enormous influence in Barovia's villages, and the family serves as a
general safety net for its members. If a peasant has a bad harvest, falls ill or is crippled,
his family supports him. If he is somehow wronged by another man, the family will get
justice, either by negotiating with his family elders, or by way of vendetta. People are
expected to support their family at all times, in all ways, come what may (betrayal of the
family is just about the most abominable crime possible in the Barovian mind). The
extended family is strongest among the peasants and in the villages, but this way of
thinking, where family is all, penetrates to every corner of society, from the highest
noble to the most remote Thaani hermit. To be without family, because of plague or
natural disaster, is a pitiable state, and one that is usually rectified by having the lonely
souls adopted into another family post-haste.

102
boyars and burgomeisters tend to think of
them as being strange but loyal subjects.
GM's Notes
The Forfarian Pantheon is, obviously
This ties into the theme of 'In the enough, worshipped primarily by the
Blood.' Generally speaking, PCs are Forfarians, though it's made some inroads
never going to be dealing with among ethnic Barovians near Forlorn's
Barovian peasants as independent, borders. Druidic cults worship Belenus, god
isolated people. Every person they of sun and fire, and Daghda, god of fertility
deal with will have dozens of and chief of the pantheon, while common
brothers, sisters, uncles, aunts, Forfarians also worship Diancecht, god of
cousins, grandparents, in-laws, and healing, and Brigantia, goddess of livestock,
close friends who are almost family. motherhood, and blacksmithing. The god of
sorcery, Math Mathonwy, is periodically
The Church of the Lawgiver is the third-
worshipped as well, while the war-goddess
largest faith in Barovia, and is largely found
Morrigan and death-god Arawn are mostly
in the south and east, along the Vaasi and
propitiated. The Barovian state has
Hazlani borders, and in occupied Gundarak.
traditionally given the Forfarians a fair
All of the same Barovian objections to Ezran
amount of leeway, and since they tend to
temporal power apply threefold to the
not cause religious strife, everyone is
Lawgiver Church, which has demonstrated
happy.
its ability to subvert and control
The same cannot be said for the
governments. At the same time, the
worship of Erlin, a Gundarakite god of death
Lawgiver creed of order and obedience has
(thought by scholars to be a corruption of a
won converts among Barovian peasants
surrounded by a hostile and chaotic
environment, and among boyars and
Alcohol
burgomeisters desirous of a greater status
Something worth noting is that
than they possess. The status of Barovia's
Barovians tend to drink like fish.
Lawgiver population, and in particular the
Kvass, wine, brandy, vodka...
establishment of a church hierarchy in
Barovians are both enthusiastic
Barovia, is a recurring political issue
distillers of new beverages, and
between Barovia, Nova Vaasa, and Hazlan.
enthusiastic consumers of the same.
At a much smaller scale, worship of
The average Barovian adult male
Hala, the Forfarian Pantheon, the mind-faith
drinks enough to be considered an
of the Thaani, and the Gundarakite death-
alcoholic in Mordent or Hazlan. A
god Erlin also occurs in Barovia:
Barovian alcoholic drinks enough to
Worship of Hala is thinly present
prompt acute liver failure in peoples
throughout the country. Most such worship
less able to hold their liquor. While
is organized around Halan monastic
Barovians rarely turn to the more
communes and hospices, which are often
exotic perversions of wealthier
modest landowners in their own right, and
lands, drunkenness is something of
function not unlike villages, really. Generally
a perpetual health crisis in the
speaking, most Barovians have a benign,
country, and the cause of quite a lot
pleasant impression of the Halans, and the
of trouble.

103
Tergish demon Irlek-Khan). Called the
Shepherd of the Dead, this tricksterish
being is more in the way of a folk spirit Education and Literacy in
than a proper religion (some Gundarakites Barovia
worship both the Morninglord or the Up until about fifty years ago, Barovia
Lawgiver and Erlin at the same time), and was essentially a feudal land, with the
has had a major resurgence in recent years Barovian peasant of the 7th century BC
as a symbol of Gundarakite national pride. living much like one in the 1st century
For obvious reasons, the conflux of death- BC. However, as technology and
worship and anti-Barovian feeling is not technique have recently boomed in the
one that the Barovian state condones, and Western Core, some of it has been
worship of Erlin is actively persecuted. filtering into Barovia (primarily farming
Finally, the Thaani have their own faith techniques). As forward-thinking boyars
of The Mind Unbound, assuming one can and burgomeisters imported these
call it a faith to begin with. More of a machines and techniques into Barovia,
philosophy of personal actualization, most however, they found that they required
Barovians would be surprised to learn that a somewhat higher level of knowledge
the Thaani even have a religion, so and skill than the peasantry possessed,
reserved and private are they. Still, they do and some brought in teachers from
have a tradition of scholar-philosopher- abroad to educate the Barovian
priests, some of which possess quite potent populace. This idea spread, and in 741
psionic powers. BC, received the support of the Count
(especially since the lessons all included
Culture a good amount of rousing Barovian
Strangers from more advanced patriotism). Since then, a portion of
countries are often surprised to find that Barovia's taxes have gone to paying for
agricultural, still largely illiterate Barovia teachers in Barovia's villages.
has an extremely active and vibrant folk
culture. On reflection, the reason is obvious Obviously this is not a quick process, but
¬¬¬¬– the entire country is snowbound by the present day, almost all of
for four months out of the year, so Barovia's villages have a school teacher,
anything to while away the winter hours is though being a schoolteacher in
enthusiastically welcomed by the entire Occupied Gundarak is a rather dicey
population. Barovians are vigorous proposition. Literacy in the countryside
supporters of singing, storytelling, dancing, has gone from negligible to somewhere
acting, and poetry. Church and government around 30%, mostly concentrated in the
officials alike find themselves organizing younger generation. Not everyone
various festivals and feasts during the appreciates these new changes, but the
winter months, while during the rest of the agricultural boom they bring is hard to
year entertainment tends towards less argue against. Of course, this also has
strenuous fare, less draining of energies some unexpected side-effects, especially
needed for carving a living out of Barovia's in the rise of an intelligentsia willing and
harsh environment. able to think about politics.
Barovian culture is overwhelmingly oral
and visual. In most villages, only about a

104
quarter of the population will have their Most winter in the towns, though a minstrel
letters (mostly the youngest), and only the willing to brave the snows to entertain
school-teacher is likely to be 'well-read' by Barovia's peasants can make quite a bit of
any plausible standard. Instead, Barovians money. The Vistani, though imperfectly
have a long oral tradition, where stories, trusted, tend to make out like bandits in this
ballads, and epic poems are passed down business.
from generation to generation. While almost One result of this constant movement
no one has actually read anything but a few of stories is that despite Barovia's ethnic
school books, most villages will have several and religious differences, all Barovians
people capable of reciting the entire 500- share a large folkloric language. They all
line epic ballad The Blood of Mazonn, about tend to animal fables, stories of dark fae or
the Neureni invasion of the early 3rd cursed vampires, epics of star-crossed love,
century, by heart. Barovians spend an and so forth. Barovia's folklore actually has
inordinate amount of time telling stories and a rather acquisitive aspect to it, as
singing songs to one another, and many Barovians will gladly listen to a story of
villages will put on small plays or pageants monstrous Created from Lamordia that
about historical or religious subjects during some merchant tells them, and within a
the winter. generation that same story will be all over
Nevertheless, the isolation of Barovia's Barovia, though set in the Balinoks instead.
villages means that most peasants are quite Several folklorists have recently taken up
eager to hear new tales or songs from other documenting Barovia's many myths and
places, and so travelers are often asked to legends.
regale the village with some story or Barovian high culture, in comparison, is
another. Many oblige, especially merchants rather sparse. Vallaki and Immol have small
or government officials, since telling the newspapers that publish weekly, and Krezk
locals some good, new stories is one of the and Teufelberg both have respectable
fastest ways to be welcomed into the playhouses. Nevertheless, Barovians
community. Itinerant storytellers, minstrels, interested in opera, more subtle poetry, or
and small acting troupes (almost never literature have to import it from elsewhere
larger than a half dozen people) ply their (usually Borca, which shares a language,
trades among Barovia's villages as well, and though there's an endless demand for
the best can make a decent living doing so. translated Dementlieuse novels). The few
Barovians given to producing high culture
usually have to emigrate, and some have
GM's Notes managed to achieve fame – the composer
Barovia is loosely at the same level Bogdan Marcek, for example, produced
of development as the Balkans in the some very popular operas in Dementlieu,
early-to-mid 19th century. It is right based on Barovian animal fables.
on the edge of both a proper
agricultural revolution and a national
awakening – ideas such as
nationalism are beginning to
percolate, but haven't reached a
critical threshold quite yet.

105
fractured terrain, so most Barovians drink
The Realm sheep's or goat's milk). Barovians also plant
orchards of apples or plums, or small
Economy vineyards, with most of that product going
While nowhere near the level of to produce brandy of one sort or another.
economic titans such as Dementlieu or Kvass, a mildly alcoholic drink made from
Darkon, Barovia's considerable natural fermented rye bread, is also commonly
wealth and central position in the Core produced, though it remains a purely
make it a broadly prosperous land. Most of Barovian taste.
Barovia's economy is agricultural – Barovians also fell the timber of their
Barovians grow just about everything under country's many forests and excavate various
the sun, with an emphasis on wheat, barley, minerals from the Balinoks, mostly salt,
and oats, though one will also find potatoes, coal, and iron, though there are a few silver
turnips, onions, cabbages, and more and copper mines as well. Barovia's size
recently, maize and sunflowers in Barovian gives these industries a certain heft, though
fields. Technology and techniques from the they're far less intensely practiced than
Western Core (such as the use of crop logging is in Kartakass, for instance.
rotation with legumes to refresh the soil, Barovians also fish actively in their rivers
new plow shapes, and most recently, seed and lakes – for sturgeon, trout, pike, smelt,
drills and threshers) have served to enhance and grey mullet.
Barovia's agricultural riches further still. Barovians export all of these goods in
Barovian livestock tends towards goats, enormous quantities (particularly grain and
sheep, chickens, and small, bristly hogs wool), though the most famous Barovian
(cattle are too clumsy for Barovia's exports are caviar, brandies (their wines

Vendetta Culture
One aspect of Barovian culture common to all of the ethnic groups is that of the
vendetta, or the blood feud. Basically, when a Barovian of any ethnic group is wronged,
they and their entire extended family are expected to seek justice. If the wrong is
severe enough, then that justice can only come from violence – and if the subject of
vengeance has an extended family that does not agree that they deserve it, then they
might seek vengeance in turn. Thus does a blood feud start. It isn't actually that easy
to start a vendetta (the usual triggers are murder and rape), but once begun it is
almost impossible to stop, since there's considerable social pressure to keep the
vendetta going lest a family lose respect and honor. These cycles of revenge can
continue until they decimate entire families, and some of Barovia's most notable blood
feuds have lasted for centuries – the feud between the Dilisnya and the von Zaroviches
is perhaps the most infamous example, but some peasant families have held grudges
for just as long. There are actually some quite strict social norms for how a vendetta
continues: one never harms women, children, or the elderly, never sheds blood on
consecrated ground or on holy days, and anyone joining the army is considered exempt
from participating in a vendetta until they end their enlistment, for instance.

106
Invidia, which form a market for a variety of
Barovian goods.
Communal Violence and the
Vendetta Culture Law
Something to keep in mind is that In most of Barovia, crime and law are
none of Barovia's major ethnic or not really things. Remember that Barovia is
religious groups like each other overwhelmingly rural, and crime is rather
terribly much. Truthfully, it's an significantly a function of population
aspect of the vendetta culture writ density. Basically, if there are only a
large – the Gundarakites invaded hundred people in a village, and Ivan steals
Barovia a century ago, so the a horse from Piotr, it is blindingly obvious
occupation of Gundarak is an that Piotr is missing a horse and Ivan has a
appropriate revenge. The most new horse. Everyone lives in each others’
extreme case of ethnic violence is pockets; there simply isn't the possibility to
between Barovians and
Gundarakites, which is a situation
that regularly explodes into GM's Notes
bloodshed, but no one is really
This ties into the theme of 'In the
spared from it. The Thaani are
Blood.' Often, a vendetta or two can
treated as strange and eerie
be used to simply spice up quiet
outcasts, the Forfarians see
Barovian village life, but sometimes
themselves as separate, and better
the PCs may find themselves on the
than their Barovian and Gundarakite
receiving end of a blood feud. Most
neighbors, and so forth. The
often, this happens if they kill some
Barovian government has enough
werewolf or mad necromancer and
experience in keeping this thing
don't provide enough evidence to
under control that bloody pogroms
get the accused's family on board,
generally do not break out, but it's
though PCs that seduce the
always a possibility.
burgomeister's daughter may also
find it in their interests to beat a
have never quite caught on), and carpentry hasty exit. Generally, leaving the
– massive Barovian wardrobes and chairs, village is going to be enough to
carved in floral or animal motifs, are quite escape a vendetta, but if the PCs
popular. have offended a particularly large or
Barovia is also, by virtue of its central prominent family, they might be
location and the presence of the Svalich dodging angry peasants with knives
Pass, something of a trading nexus between for months... and that's assuming
East (Nova Vaasa, Hazlan) and West (Borca, they haven't offended a family with
Dementlieu, and Mordent). Tariffs collected connections (perhaps those Thaani
from passing merchants account for a have a great-uncle who's a 12th
significant part of Barovia's annual budget. level Psion, or that peasant is the
More recently, merchants have begun to bastard grandson of a von
form trading networks with Kartakass and Zarovich).

107
conceal things. Crimes that occur are kick the question up the chain, perhaps
generally going to be of the 'crime-of- requesting a specialist in law to come from
passion' style. Ivan learns his wife is one of the towns. Given the nature of the
cheating on him with Piotr, so he goes, gets Barovian environment, having the accused
drunk, and bashes in Piotr's head with a run away isn't really a concern most of the
shovel. But these aren't crimes that anyone time, though in some cases flight-risks
gets away with, in the sense of not getting might find themselves chained up in a mill
caught. When crime (of either sort) does for a month or so till someone shows up
occur, it is usually detected by the from Vallaki or Krezk.
community's small size (people will know The six towns do have a legal
about Ivan being cuckolded; someone apparatus of sorts. For one thing, they're
would've spotted him going to Piotr's place; bigger, and so have more room for criminal
they'd find the shovel, and that's assuming actions. At the same time, they've all those
Ivan doesn't just stand and weep there till merchants passing through, so they need
someone finds him). The community then some knowledge of contract law and
decides on an appropriate punishment. At property law. Again, the burgomeisters of
low levels, this generally just includes the six towns are technically the law, but
releasing the accused to their own family, or most will be delegating their legal authority
some kind of rough fine (you steal a pig, to some manner of judge, who is usually
you get fined a pig, and have to give back chosen from the ranks of the lawyers
what you stole). At high levels, it usually (Barovian lawyers sort of blur the line
means exile (even if exile is just 'move between actual lawyer and legal scholar –
some villages over') or lynching. there isn't any sort of licensing or specific
Technically, the boyars and duties, it just means that you know what
burgomeisters are in charge of law, but this the law is and what the right decision
is somewhat fuzzy. First, the community should be in this or that situation). The
usually handles things on its own (that is, really big trading towns will have multiple
Ivan steals a horse from Piotr. Piotr realizes judges and multiple lawyers, but there isn't
what has happened, goes to speak with any sort of formal trial procedure. Generally
Ivan's old mother, who then brings down speaking, a judge or lawyer will listen to a
the wrath of his entire extended family on situation, look at the evidence, talk to the
him). Furthermore, the boyars and suspects and witnesses, and then either
burgomeisters are part of the community. make a decision (if a judge), or recommend
As such, their role is not so much to give a a decision to the boyar or burgomeister.
decision, usually, as to give that decision There isn't really an adversarial legal system
formal weight, and to bring the entire as in the Western Core.
community on board with the decision – the Law derives from three sources. First,
goal is not so much justice as it is there's the edicts of Count Strahd, which
consensus, to try and head off any blood are few but ironclad. Second, there are the
feuds that might erupt. The boyars and proclamations of the boyars and
burgomeisters only get involved in a serious burgomeisters. Law is proclaimed, and then
legal fashion when a situation is very it is law until some later boyar or
complex and the community is divided. burgomeister revokes it. Finally, there's
Some boyars and burgomeisters will make a tradition, which is arbitrated by family
decision then, but more likely they'll try and elders, and often has some of the force of

108
law. Law in Barovia, with the exception of Strahd XII is effectively a full monarch,
the Count's Law, is extremely subjective. thus, despite his lowly title.
How things are decided depends on what Barovia has what may be considered a
the boyar or burgomeister or the three-tiered government. At the very top is
community thinks about the situation. This Count Strahd XII von Zarovich, who is
does allow an enormous amount of absolute monarch over Barovia. All authority
favoritism and corruption to occur, but from Barovia flows from Strahd, who then
people are generally kept honest by the delegates it as he sees fit. In practice,
influence of the community, and by the fact Strahd delegates most of his power to
that peasants have are always able to various vassals, focusing only on military
petition Count Strahd XII for an appeal, affairs and foreign policy. He is the one who
which though rarely granted, can lead to a determines when and where Barovia's
boyar or burgomeister being removed from armies will be used on a large scale (such
his position (and possibly his life) if too as the occupation of Gundarak), and all
many petitions come to the Count's treaties and international agreements must
attention. Thus it's more like an old-boys- be submitted for his review. He also
network than proper corruption. institutes a handful of formal laws, all
The one exception is contract and punishable by death (trespassing on Castle
commercial law, which is much less Ravenloft, stealing from the Barovian
subjective and much more formal, and is Government, and harming the Vistani).
mostly borrowed wholesale from Borca. The second tier consists of those
Most Barovian lawyers/legal scholars have vassals who interact directly with Strahd
training and knowledge of Borcan law. XII, and who govern large areas of Barovia
or oversee significant areas of policy. Into
Government this category fit the burgomeisters of the six
Formally, Barovia is a Sovereign County main towns, a handful of old gentry families
run by a hereditary Count, and organized such as the Wachters, the van Holtzes and
along patrimonial lines (in other words, the of course the von Zaroviches, leading
entire country belongs to Strahd XII as his military officials, leading merchants (such as
patrimony, and all other officials serve at his Jacqueline Montarri), and certain scholars or
discretion and not because of a hereditary arcanists of note. Aside from the
or elective claim to power). The reality is burgomeisters of the six towns, and those
significantly more complex. To begin with, boyars given the title of Baron and
the 'county' of Barovia is one of the largest oversight over large tracts of land, it tends
in the southern Core, both in terms of to be a rather informal category, with the
landmass (only Nova Vaasa is significantly only real criteria being that the person in
larger, and it covers more area than Borca question has the Count's attention. Their
or Hazlan) and population (though rural, all duties are as follows:
those villages add up to a population equal • The barons, and the six chief
to Hazlan's, and one that dwarfs that of burgomeisters set economic policy (tariffs,
either Invidia or Kartakass). Though not as taxes) for Barovia, usually after consulting
advanced as Dementlieu or Borca, the with experts or leading merchants. In the
country also has a significant economy, and case of a conflict, the Count mediates.
is one of the Core's breadbaskets. Count

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• Diplomats and military officers are are generally much more enthusiastic
drawn from their ranks, and they fulfill the soldiers than most other societies in the
policy that Strahd XII has set. southern Core.
• They are in charge of legal matters • Population. Simply put, Barovia's
in their area, though in practice most armies are large, and as Strahd I is said to
delegate this to various legal experts. have commented, "God is on the side of the
The third and lowest tier consists of big battalions." Barovia's population means
rural boyars and village burgomeisters, who that it tends to have very big battalions
basically handle all the governance that indeed.
their tiny villages require (mostly, tax • Experience. Barovians enlist for
collection and the occasional dispute twenty-year terms, and most of them find
resolution). Most of them fall into the area themselves in active combat pretty
of either one of the six towns, or of one of regularly, between Teg and Redcap raids
the baronial families, to whom they from Forlorn, mercenary incursions from
delegate thorny legal matters and to whom Invidia, and occupation duty in Gundarak.
they send their regular taxes for storage • Leadership. Whatever else one says
and delivery. of them, the von Zarovich lineage has
Traditionally, the boyars and produced some extremely able generals,
burgomeisters of Barovia are selected from beginning with Strahd I and continuing
among the gentry. Neither position is strictly down to his descendants.
hereditary, though they often become so. Barovian military ranks are as follows:
Rather, the boyar or burgomeister is usually • Voivode: Literally, 'war-leader,' the
simply the most popular and respected person in charge of a military campaign.
gentry in the area, assuming they're not the The rank is only active during war however.
only gentry in the area. In theory, these Strahd XI was Barovia's last Voivode.
people are chosen by Strahd, but in practice • General: (Though pronounced with a
the community usually has a hard 'G' as in go and with the accent on the
recommendation, and the Count very rarely last syllable.) Self-explanatory, the person in
bothers to choose someone else – in some charge of a specific military action. For
cases it can be years before a boyar is instance, General Pavel Wachter is in charge
'officially' confirmed. of guarding the Forlorn border from Tegs
Military and Redcaps.
Barovia possesses a quite formidable • Polkovnik: Equivalent to a colonel.
military – nothing at the level of Falkovnia • Kapetan: Equivalent to a captain or
or Darkon, but greater than any of its major
neighbors except Nova Vaasa and (possibly) • Poruchnik: Literally, 'henchman',
Hazlan. For a country of farmers, Barovia equivalent to a lieutenant.
has a surprisingly vibrant military culture, • Narednik: Literally, 'organizer' or
and can put an enormous quantity of men 'arranger into rank and file,' equivalent to a
under arms rather quickly. Their military sergeant.
skill comes from a few sources: • Kapral: Equivalent to a corporal
• Tradition. Soldiering is an extremely • Ridov: Literally, 'rank' as in rank-
honorable and respected trade in Barovia, and-file, equivalent to a private.
and has been since the Terg Invasion. While • The words 'Starshiy' (Senior),
not as militarized as Falkovnia, Barovians 'Mladshiy' (Junior), and the prefix 'pod-'

110
(Under-) denote variations. So a to discredit the burgomeister for his utter
'Podpolkovnik' is equivalent to a lieutenant inability to stop the bears. Or they might
colonel, while a 'Starshiy Narednik' is about fake a visitation from the Morninglord, with
equal to a sergeant-major. a conspirator in a disguise delivering a
blistering 'divine' denunciation. Essentially,
Politics Barovia politics have a very amateurish
Due to a number of reasons, including feeling to them – they aren't stupid, but
but not limited to the fear of the blood feud, they tend to think outside the box because
the extreme isolation of most Barovian they're not familiar with the contours of the
villages, and the chilling effects of the von box.
Zarovich stranglehold on the Count's title, The structure of Barovian village life,
Barovia never developed the kind of where everyone tends to know everyone
sophisticated political norms found in many else's business, also means that
other societies. Essentially, in other lands, conspiracies hatch like weeds. Very few
the form of political strife has a certain people can depose the local authority on
tradition to it. In Borca, poison and debt are their own, so most such ambitious souls
the chosen tools. In Dementlieu, scandal. In recruit allies, often but not always family.
Falkovnia, the manipulation of accusations. And this entire feeling of amateurish-yet-
No such norms have ever developed in conspiratorial works its way up to the top,
Barovia. But people still participate in though conspiracies among the gentry tend
intrigues for power, and the result has been to be more hard-edged and murderous
to give Barovian politics a certain (though still complex and elaborate, to
amateurish, yet conspiratorial air. avoid even the appearance of blame).
For instance: In Borca, a troublesome The intellectual atmosphere of political
boyar would be poisoned. In Barovia, life is somewhat different. There is a level of
people fear doing this because of the risk of political debate and discussion in Barovia,
a blood feud, or the risk of attracting the mostly carried out between leading
Count's attention. So instead, some merchants, gentry, and rural intelligentsia,
ambitious merchants and rich peasants in parlors over tea and in the pages of the
might conspire to get the boyar exceedingly country's two newspapers. Barovian political
drunk, then have him 'accidentally' shipped thought can be loosely divided into two
to Kartakass in a sack of grain, all of this strains. On the one hand, you have the
happening right before some higher official Westernizers, the people who think that
comes to inspect the village's accounts. Barovia ought to become more like the
Then the cabal can claim ignorance of their Western Core – that is to say, with more
missing chief, and hopefully have the higher emphasis on trade and on artisans making
official appoint one of them as boyar manufactured goods in large workshops,
instead. A little later the now ex-boyar more engagement with other nations via
finally gets back, only somewhat the worse treaties, and so forth. On the other hand,
for wear, and the whole situation is never you have the Balophilists, who think that if
explained to anyone – at least till one of the it was good enough for Strahd I, it’s good
conspirators gets drunk and spills the enough for them, and that too much
beans. Or, a group of conspirators, hoping interaction with the rest of the Core risks
to depose a burgomeister, might fake a diluting a certain purity of the Barovian
series of bear attacks on the village, hoping nature, rendering the land decadent and

111
depraved just like everyone else is. Both Hazlan and points further south (Pharazia,
sides want to parlay Barovia’s enormous most notably). At the same time, the quasi-
geographic advantage (the Old Svalich chaos that is Hazlan's government instills
Road, the only real pass from the eastern little confidence in Barovia's own leadership.
Core to the western Core south of Darkon) • Invidia: Formally, Barovia claims
into regional hegemony. dominance over the region of Invidia, but
this has never been fully enforced, and the
Foreign Relations towns and peoples of Invidia have been
Barovia's central position in the Core locked in civil war in recent years. The
means that the land is of considerable current warlord, Malocchio Aderre, is a
diplomatic importance, and Barovian particular pest, between his encouragement
diplomats – usually chosen gentry – are of Gundarak secessionists (though most of
found all across the Core. All such diplomats Gundarak is in Barovia, some of that land's
report back to the Count, who orchestrates southern-most regions lie in Invidia), and
foreign policy with the occasional advice of the habit of his mercenaries of chasing
a coterie of chosen experts and gentry. Vistani into Barovia and trying to slaughter
Barovia's main foreign relations, going them there. This last has led to military
clockwise from the north are: conflicts, usually in Barovia's favor (their
• Forlorn & Tepest: Basically, there professional army trumps Malocchio's
aren't any. Forlorn is an uninhabitable mercenary one).
wasteland, while Tepest has almost no • Borca: As with Invidia, Borca is
government. Furthermore, the Balinoks of formally a part of Barovia, and a certain
northern Barovia are all but impassable. amount of tribute flows into Barovia's
• Darkon: For a variety of solid coffers from that area, but in nearly all
reasons, Count Strahd von Zarovich and other ways, the Dilisnya and Boritsi families
Azalin Rex have a cordial loathing for each have leeway in setting up their own state.
other, and it is likely for the better that the Borca is vital to Barovia – Barovia borrows a
only border between the two lands runs good deal of Borcan education and law, and
through the most treacherous part of the nearly all of Barovia's western trade flows
Balinoks. Even so, both lands maintain through Borca. The two lands have, as
watchtowers and scouts there, just in case. such, very close relations, despite the
• Nova Vaasa: The nearest regions of antipathy of their ruling houses.
Nova Vaasa are essentially ethnically
Barovian, and the Barovian state has long
cast covetous glances at them, which have
only increased as Othmar Bolshnik slides
into madness. At the same time, while there
have been a few military clashes before,
they've been inconclusive. Barovia can
defeat Vaasi armies in the forest, but out on
the steppes, the horsemen simply run down
the Barovian troops.
• Hazlan: A complex situation. Immol
does roaring trade with the Hazlani, and a
fair amount of Barovia's trade comes from

112
winter nights, Castle Ravenloft is utterly
Count Strahd XII von snowed in, and only the most important and
pressing matters are brought to his
Zarovich attention by messengers willing to risk the
The figure of the Count occupies a snow. During the summer, the Count
rather unique place in Barovian political dispatches a variety of orders and
culture. On the one hand, no one will admit directives, approves laws and foreign policy,
to liking 'The Devil Strahd', and the Count and settles disputes between his vassals.
has a ferocious and terrifying reputation in Even at the best of times, Strahd XII leads a
all levels of society. The persistent reclusive lifestyle, preferring to work
suspicions, among the gentry and the best- through vassals and agents – but when the
educated Barovians, that he's a vampire situation is grave enough that the Count
don't help matters. On the other hand, the arrives himself to sort out a matter, it tends
Count is a good administrator and a brilliant to stay sorted for a very long time.
military leader, and so many of the most
intractable problems are passed up the
chain to him.
By and large, the Count is only active
during the summer months. During the long

On Strahd
This is a somewhat more active version of Strahd – he was a famous military leader and
statesman in his mortal life, after all. During the winter, when nights are long and everything
is snowed in, he does his arcane research, broods over Tatyana, and so forth. During the
summer, he devotes himself to matters of state, including inspections in the guise of Vasili von
Holtz. Strahd is an involved ruler who has a strong sense of duty and responsibility towards
his land and his people, though the centuries have given him a relaxed view of the value of
human life.

Generally speaking, Strahd should not get involved in the various petty dramas that concern
the PCs. For one thing, the isolation of Barovia does affect him as well - information takes
time to reach the Count. Furthermore, a lone ghost, some werewolves, or a cursed boyar,
while important to people, simply don't rate the Count's attention. If a matter is the sort that
would logically attract the Count's attention (perhaps it involves a Kargat conspiracy, a
powerful demon, or something else 'big'), Strahd will still prefer to use mortal agents (read:
the PCs), possibly presenting himself as von Holtz, instead of doing things himself. Strahd
didn't get to his present age by taking needless risks, and being a vampire does impose a
number of logistical constraints (sunlight most of all). If Strahd does get involved in
something, it should be dramatic, climactic, and not actually take any of the job away from
the PCs (Strahd and his followers might come and wipe out the Shadow Fey army, but only
after the PCs have assassinated their Sith warleader, or braved snow and traps and ambushes
to bring the message to Castle Ravenloft).

113
The Domain of the
Endless Word
The Role of Pharazia
By Mikhail "NeoTiamat" Rekun
mrekun@gmail.com

Tis all a Chequer-board of Nights and Days


Where Destiny with Men for Pieces plays:
Hither and thither moves, and mates, and slays,
And one by one back in the Closet lays.
—The Rubaiyat of Omar Khayyam

Pharazia exists to serve a jumping off


Pharazia in Ravenloft point for all sorts of Middle East-inspired
gaming. Players can deal with sorcerous
viziers and malign cults in the cities, but the
Tropes
real meat of the Pharazian adventure is to
Pharazia is the world of Scheherazade travel out into the desert, where strange
and her One Thousand and One Nights, a and uncanny things can be found — ruined
world of flying carpets and magic lamps, cities, supernatural tribes, ancient magics,
where destiny turns street-thieves into bound djinn, and worse things.
sultans, all against a background of an
impossibly vast and barren desert. On a Theme
darker note, it's also the world of H. P.
Pharazia is a glorious place, with the
Lovecraft's Nameless City, and of Irem, City
following themes:
of Pillars, which inspired Lovecraft's tale. A
• Destiny and Fate: Arabic storytelling
more modern inspiration for Pharazia would
emphasizes the importance of destiny and
be the Prince of Persia videogame series,
fate in the world. Amoral and all-powerful,
particularly the 2008 game that dealt with
Destiny can bring a virtuous vizier to ruin
Zoroastrian themes. In all three cases, the
and death, or raise a layabout like Aladdin
setting conveys a sense of age and
to riches. The heroes of Arabic storytelling
grandeur, of power and wonder, but with a
are not the ones who try to thwart Destiny
feeling that there are forces beyond mortal
(such things never end well), but the ones
knowledge involved.Purpose
who through cunning and verbal wit
maneuver around forces they cannot

114
control, and finesse it to their advantage. At sages and scientists. These days are gone
its most extreme, emphasizing this theme now, passing from living memory. Pharazia
turns Pharazia into a kind of Cosmic Horror lives now on old glories and old wonders,
story, with a capricious and uncaring and the people are somehow less than they
Destiny substituting for foul alien gods. were in their grandfathers' day, just trying
• High Fantasy, but not High Magic: to get along.
Pharazia is an exotic, magical land, a
crossroads of possibility where you can find The Land
a djinn's lamp in a trash heap, or stumble
across an invisible palace in the desert. It is
Environment
The Pharazian Peninsula (called Firaz by
Pharazia the Empire and its inhabitants, or the Amber Wastes by the
Pharazia the Domain poetically minded) is a large and desolate
peninsula in the south of the Core,
Generally speaking, this article
occupying a total land area some third
discusses the Pharazian Empire,
greater than that of either Darkon or Nova
which claims political authority over
Vaasa. To the north, it adjoins Hazlan, and
the entirety of the peninsula of
to the west it opens up into the Bay of
Amber Wastes. This does not mean
Valacán and the Sea of Sorrows, and to the
that Pharazia is the only Domain
east onto the Nocturnal Sea and the Bay of
here — there are many domains in
Phiraz. Pharazia is best known for its desert,
the Amber Wastes, with their own
the vast and seemingly-endless Nameless
unique themes and Darklords
Quarter, but its environment is much more
(including, but not limited to,
diverse than just desert.
Har'Akir, Sebua, G'Henna, Al-Kathos,
Pharazian geography is best understood
and Kamarn-Quse). Pharazia is
by going from west to east, along the
simply the most populous and
prevailing winds. The west of the country is
culturally dominant, for all that its
home to the al-Hajar Mountains (lit. Stone
power has decayed, and for all that
Mountains), a continuation of the Balinok
those domains which are also
mountain chain. Relatively new compared to
political entities now pay merely
the rest of the Balinoks, the al-Hajars are
lipservice to Pharazian
tall, barren peaks that claw against the sky,
imperialdominance.
with only a few plateaus or valleys among
them where enough flat terrain can be
found for life. They stretch the length of the
fantastic, characterized by powerful and
peninsula, and serve as a rain barrier that
wondrous magic — but this magic is always
prevents the hurricanes and monsoons of
the province of the past, or the inhuman, or
the southern Sea of Sorrows from bringing
someone other than the mortal people of
any rain to the rest of the land.
here and now. The great magic of Pharazia,
Most of the country stretches east from
like Destiny, is encountered only indirectly,
the al-Hajars, and can be divided into desert
seen mostly by its effects.
and rivers. The desert is the Nameless
• The Ending of a Golden Age: Once,
Quarter, a land of dunes and sand that is
Pharazia was the most advanced country in
considered thoroughly uninhabitable by
the world, haven of philosophers and poets,

115
anyone but a few desert tribes, and even uninhabitable, particularly to the west and
they avoid the deep desert away from the south. Cliffs, rocks, and a lack of fresh
oases. Towards the al-Hajars and towards water or portage mean that nothing larger
the south of the peninsula, the sand gives than a small fishing dhow is able to set off.
ways to barren expanses of rock, enormous Towards the east, and especially in the
ravines and canyons, and occasional sparse tranquil Bay of Phiraz, this changes, as the
grasslands, but in all cases it is a desolate river deltas provide for safe harbors and
wasteland devoid of water and unfit for fresh water.
human habitation. This unique environment has meant
The exception are the rivers. Several that the Pharazian peninsula has a
large rivers flow down from the al-Hajars, distinctive flora and fauna compared to the
most notably the mighty Simurgh river rest of the Core. Most of the animal life
(which, though shorter, is quite a bit wider consists of insects (including both the
than the Musarde). All of them flow west famous desert scorpions and spiders the
from the mountains across the desert, until size of a man's hand), snakes and lizards in
they empty out into the Bay of Phiraz to the vast, colorful, and venomous profusion, and
northeast of the peninsula. These rivers a smattering of birds (including both small,
bring fresh water and new soil from the burrowing owls and a variety of larger
mountains, and it is only along the banks of hawks and eagles) and small mammals
these rivers that civilized life is truly possible (including long-tailed rodents called Jerboa,
in Pharazia. But what life it is! The regular sand cats, large-eared fennec foxes, and
flooding of the Simurgh and other rivers jackals, all of which are popular familiars for
renders the flood plains inordinately fertile, wizards). Further to the south, as the
allowing the Pharazians two or three environment gets marginally less desolate,
harvests per year, and supporting a one runs across larger animals, such herds
significant population on a very small of gazelle, baboons, hyenas, and several
amount of habitable terrain. Nowadays, species of large wild cat — leopards,
major engineering projects have rendered cheetahs, and lions. Cheetahs in particular
the floods less common, and irrigation are often tamed and kept as pets or hunting
replaces them — the most significant animals by the wealthier class of Pharazian.
engineering project being that of the And of course, goats and camels are
Ousserd, a huge reservoir in the city of ubiquitous in Pharazia and form the
Phiraz, which splits the Simurgh into the backbone of the desert nomads' way of life.
Chakor and Beni Massat rivers. The peninsula is also notable for its
The Chakor and the Beni Massat flow more unique fauna, possibly the result of
into what is called the Simurgh Delta by ancient Vossath Nor intervention (the
scholars and the Great Marsh by everyone Vossath Nor had once ruled the Pharazian
else. A vast array of saltwater fens, the peninsula). Krenshar and Alzabos hunt in
Great Marsh occupies a territory not much the foothills of the al-Hajari mountains, and
smaller than Kartakass, with shifting islands both are sometimes tamed or work
and sandbars that change with each year's alongside the gnollish tribes there.
flooding. Keeping it navigable to ships is a Enormous purple worms dwell beneath the
full time task for all involved, but a sands, and there are persistent rumors of
necessary one. Most of the Pharazian dragons and rocs up in the mountains.
Peninsula's coastline is barren and Sphinxes are sometimes found around

116
Har'Akir, ancient creatures that serve as desert, who steal eyes from hapless
guardians or act as arcane predators. travelers, the falcon-headed nomads who
wander across the sands, the bizarre insect-
The Desert peoples who form mind-linked hives and
While much of the information here is use strange magics, and the hyena-headed
tribes of woman warriors. The land is ruled
written on the human population of Phiraz,
over by the Sorcerer-King Malbus, a goat-
that civilization is limited to the rivers and
headed abomination who conjures djinni to
northern lands of the domain. The vast his side as servants, and lives within his
majority of Phiraz consists of the Deep Burning Citadel.
Desert, huge swaths of uncharted lands that  The barren and foodless mountains
only the bravest of explorers dare to of G'Henna, where eating more than the
venture. Occasionally, wanderers stumble barest minimum to survive is blasphemy,
back to the cities with tales of untold and starving oneself to death is seen as the
wonders and marvelous kingdoms – more highest sign of devotion to the
often they come back with tales of horror, god Zhakata.
or just don't come back at all. Legends from  The ruins of Assayad, a former
the nomad tribes mean that the Pharazians empire that collapsed centuries ago. Huge
have some inking of what surrounds them, stone cities, perfectly preserved, lie covered
in sand. Statues of bulls, lions, and winged
and how to reach certain landmarks and
centaurs are still easily visible, larger than
empires; however, there are many more
houses. Nomadic tribes of centaurs still run
things that appear with certainty only in through these ruins, performing strange
stories, as they are found only by lost rituals of reverence in honor of the fallen
travelers, and vanish just as quickly back city.
into the desert sands. The following notes  The Sea of Glass, an area of desert
are ideas of what might be found in the near an active volcano that is so hot the
deserts of Pharazia, or of legends that sands have melted into glass. At night, the
might be told of the domain, be they true or lake cools down through mysterious means,
not. The GM should feel free to pick and and can be walked across. Skeletons,
choose them as suits the campaign. artifacts, and other strange relics are
 The Jackal's Ruse, a graveyard of sometimes entombed beneath the glass,
buried ships, taken from half a dozen visible to those who pass them above.
nations. No one is certain how long the Travelers whisper that the crater of the
Ruse has been claiming sailing ships and volcano itself is actually home to an island
sailors' lives, and there is likely a fortune of of luscious greenery, surrounded by crystal
historical treasure preserved in the hot clear waters.
sands. Other, more unsavory creatures have  The Obsidian Palace, a shattered
come along with it - undead sailors, undead black palace that floats in mid-air,
sea monsters, and metaphysical scavengers surrounded by flying rivers of golden sands
drawn by the sinkhole of suffering. and floating chunks of the ruined palace.
 Al-Kathos, the mysterious land Those who enter it are said to be able to
where animal-headed men roam as freely run through time, but are highly in danger
as any people. The most commonly seen by of becoming lost within it, as the sands of
average Pharazians are the Qitah, a polite time are treacherous and unpredictable.
and fastidious race of cat-headed people  A marble palace paradise in the
who sometimes venture out to trade. There mountains - with no people, no writings,
are also the jackal-headed men of the and no sign of who built it or who might

117
have once lived there. At night, anyone who exception of the desert tribes, live on the
sleeps there is wracked by terrible dreams, banks of one of the rivers. They may live
that the marble pillars in the great hall are near the river's source up in the al-Hajars;
all people, trapped in the form of stone but they may live in the deltas and marshes; or,
unable to see, speak, or move. as most do, they may live on the fertile
 The Kingdom of al-Naar, a banks, but without the rivers there can be
civilization buried in the heart of deep
no life in Pharazia. As such, Pharazian
mountains, filled with strange, gem-eyed
civilization can be said to be a thousand
creatures that tame salamanders, forge
strange wonders out of living gems and miles long and three miles wide. There are
metals, and have never seen the sun. a few oases in the desert that can support
 The Tomb of Iblis, a buried temple settled life as well, and the nomadic desert
that can only be tribes dwell away from
opened when the the rivers, but by and
moon passes through large, the division
two specific between the inhabited
constellations, where a rivers and the arid
thousand and one evil Nameless Quarter is
djinni are said to lie stark and clear.
bound by an ancient A consequence of
king.
this is that in the
 The Seven
habitable areas,
Pyramids, a group of
strange step pyramids Pharazia is actually
that share some very densely
similarities with the populated. There are
pyramids of Har Akir, over a score of cities
save that the carvings with populations of
and statues all depict over twenty thousand,
wemic-like creatures. and the largest of
 The Scirocco, a these, mighty Phiraz
massive creature with itself, has a population
the body and head of a of nearly a quarter
horse, the neck and
million. Even outside
feet of a camel, six
the cities, the river
sets of horns on its
head, and six valleys are thick with
feathered wings on its back. Both its breath villages, farms, and
and wings are able to summon a cutting fortresses, dense networks of people all tied
wind and blow it across the desert sands. It together by river trade. Pharazia is quite
wanders through the desert at random, and heavily urbanized, a consequence of both
is said to be able to speak, approaching the fertility of the land and the trading
only those it judges pure of heart. networks that go down from the mountains
and into the Bay of Phiraz and points east,
Social Geography and the cities are usually located in
Ninety-five percent of Pharazia's commanding locations on places where the
population lives on three percent of the rivers can be forded, or where they fork or
land. Basically, all Pharazians, with the flow together.

118
build the home of some local worthy, and
GM’s Note even poor fellaheen may try to drag some
cornerstones away. Smaller objects are also
In other words, the Pharazian peninsula
often preserved by the desert sands, and
has a plentiful supply of dungeons of all
it's not entirely uncommon to come across a
sorts, complete with convenient
farmer using a bronze pot or desiccated
sandstorms to let them be discovered
wooden furniture uncovered from some ruin
after centuries or millennia of being lost.
nearby. Most such salvage consists of
simple objects, though often more durable
Another point of mention is the large
than one might expect, but magical artifacts
number of ruins to be found on the
are also found. The most common are
Pharazian peninsula. Scholars sometimes
simple glass globes that burn with an
claim that the Amber Wastes have been
everlasting light, but some of the artifacts
inhabited longer than any other part of the
are more dangerous than simple
Core, and while this may or may not be
magelights. Cursed treasures,
true, they have certainly been inhabited for
supernaturally-potent weapons, objects with
a very long time. Furthermore, due to the
corrupting or transformative auras — for
harshness of the Pharazian environment,
these reasons, both religious and secular
quite a few of these ancient cities have
authorities in Pharazia try to clamp down on
been abandoned for one reason or another
scavenging, though this is imperfectly
– the most common reasons being either
enforced at the best of times.
that the oasis on which the city relies dries
Over the centuries, many ruins have
up, or else avalanches in the al-Hajaris
been picked to the bone by generations of
change the course of a river. To these
scavengers, but the Vossath Nor had a love
reasonably comprehensible disasters one
for hidden chambers that ensures that new
may add earthquakes, enormous sinkholes
finds are being discovered all the time. More
(legends speak of sinkholes that swallowed
rarely, entire complexes are uncovered by
up entire cities), and all manner of arcane
the shifting sandstorms of the desert, or lie
disasters – Pharazia had been home to the
too far away from the rivers to make active
Vossath Nor for a very long time.
salvage practicable. These untouched ruins
Nor are cities the only things found in
lure treasure hunters from all across the
the desert sands. Vile cults may have met
peninsula, despite the danger. Some of
(or may still meet) in hidden caverns,
them still have active defenses, which can
fortresses and watchtowers from bygone
range from being merely fatal to trespassers
conflicts may have been abandoned, ancient
to being fatal for everyone in a several mile
tombs, temples, and burial grounds may all
radius when triggered.
have been swallowed up by the sands, and
wizards have long ago built towers away
from inhabited lands, only for them to fall
The Folk
into disrepair with their deaths.
Many of these ruins are the sites of Social Classes
active scavenging attempts. At the most Despite representing a host of different
basic, Vossath Nor ruins are a ready source ethnic and cultural groups, almost all
of building material. Their stone structures Pharazian societies are organized along clan
are easily disassembled and carted off to lines. The extended family is the

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fundamental social unit in Pharazia. The is established in a certain niche, it can be
tribes of the desert nomads or mountain very effective at keeping its members from
peoples are essentially large extended falling through the cracks. Still, one result is
families, whereas in the more settled parts that those people who are most interested
of the peninsula the clan remains the most in social advancement find it easier to travel
powerful institution in society despite being to another city and try to join society there,
informal. In all cases, the clan performs a ideally marrying into some other clan.
few important functions. First, it serves as a Pharazia lacks anything that can really
safety net and welfare network for those be called a hereditary aristocracy or a
who need it, and moves around wealth and hereditary class system. Social distinctions
capital to where it can do most good. When thus are arranged in three lines, each of
a young couple marry in Pharazian society, which will impact the status of the person —
the clan showers them with wedding gifts his own personal position, his clan's
enough to see them on their feet financially, position, and his position within the clan.
with the understanding that they will do the Generally speaking, in Pharazian society,
same later on. The clan provides for the farmers are at the bottom, soldiers,
elderly, makes sure that orphans have a artisans, and bureaucrats are towards the
place to go to, and so forth. Secondly, the middle, merchants and senior government
clan provides protection in the form of the officials are a bit higher up, and sages and
threat of blood-feuds and vendettas. A man artists are at the very top. Pharazia is a
who harms another man risks retribution peaceful society, and so the scholar and the
not simply from his victim, but from all of poet is considered the greatest of men, and
his victim's kin-folk. Finally, the clan serves the canny merchant is respected (so long as
as an intermediary between the common he is honest and charitable), while military
people and other institutions in society. Clan men are seen more as a particular class of
elders will intervene on behalf of their professionals, a respectable job but not so
family members with judges, tax collectors, very high in status. A clan's position is the
and Laerer. sum and average of the positions of all of
Most clans will inhabit a specific nice in its members, modified by its age. A
society. The majority are Fellaheen (sing. merchant from a long-standing family of
Fellah), or farmers. Others may be merchants will be considered a more
merchants, artisans, government officials, important man than a merchant newly risen
sages, or even soldiers — there is a from the farming classes (though
tendency for clans to have the same Pharazians love a good rags-to-riches
professions because an established clan- story). Finally, the heads of a clan are
member is expected to find jobs for his less generally seen as more important and
fortunate kin. Thus, if a man becomes a higher status — an old man may be a
wealthy merchant, he'll soon have half a farmer, but if he is also the elder and leader
dozen nieces and nephews circling about of his extended family, even more important
like sharks, looking for sinecures. The people will tread cautiously.
nepotism encouraged by clans can and does As such, the people who would be
have a braking effect on socioeconomic considered essentially 'nobility' in Pharazia
mobility (a merchant forced to provide for are those people who are the heads of
too many useless kinfolk will soon run into important or wealthy clans — such people
trouble), but on the other hand, once a clan are known as sheikhs. One other curious

120
result of this system of social standing is independent and fair-minded than free
that anyone with pretensions to status will soldiers and officials), and even slave
endeavor to become a poet or scholar in scholars or poets. All slaves, however, serve
some way. Even powerful magistrates or at the whims of their masters, and so even
judges will fancy themselves religious a skilled slave in a position of authority is
scholars or will make efforts to write poetry, still subject to whatever his owner decrees.
which they will then inflict on anyone within That said, the expectation is that the
reach. better class of owner will treat their slaves
Slavery is well-established in Pharazia, as part of the extended family — the
though the institution is somewhat different assumption is not only that the slaves would
than what most peoples of the Core think of be eventually freed, but that their old owner
when they hear the term. The end-point for would set them up with some kind of
most slaves is the cities of the Lowland property or money, or at least see them
rivers, with all of the tribal societies taking settled in a useful trade. In return, the freed
active part in the slave trade. Pharazian law slave is expected to remain loyal to their
holds that it is illegal to enslave a former masters. In fact, some freedmen
worshipper of the Lawgiver, and so most have risen to significant ranks in Pharazian
slaves come from elsewhere — the Beyri society, becoming prominent civil servants,
desert tribesmen launch periodic slave-raids even government ministers. Free men are
into the southern parts of Hazlan, while allowed to marry slave women or to have
enterprising traders make deals to bring in slave concubines, and in both cases there
Vaasi serfs from Nova Vaasa (they're all was an expectation that this would result in
heretics, so they don't count as Lawgiver- manumission at a later date — the
worshipers). Though Rashemani and Vaasi acknowledged children of either union
make up the bulk of the slave population, would be free. Of course, not all owners
one also finds the occasional Valacáni, Shri were quite so generous, and the life of a
Rajians, or even certain tribal peoples such slave belonging to a cruel or sadistic master
as the Hajari mountain folk or the Valezians was liable to be brutal and harsh. Still, there
across the mountains. Adding to this unruly are legal limits to how much an owner can
mixture are the occasional enslaved non- mistreat a slave, and causing the death of a
humans (primarily gnolls and wemics), and slave can have a man brought up on civil
also people captured on pirate raids all and criminal charges.
across the Sea of Sorrows. All told, about
ten percent of the Pharazian population is Gender Relations in Pharazia
composed of slaves. The stereotypical view of Pharazia is as
Most slaves are field hands or a hotbed of sexist oppression. While this
household servants belonging to the middle isn't completely inaccurate, the situation is,
and upper classes in Pharazian society. as always, a bit more complex. Pharazia is a
Quite a few of them are eunuchs, serving as patriarchal society that heavily emphasizes
harem servants and guards. There aren't modesty and propriety — for both men and
really any hard rules about what a slave can women, however. Both men and women are
or cannot do, and so one does encounter expected to be covered up, though the
slave soldiers and slave officials (since they extent of this can vary from place to place.
are partially removed from clan politics, Most respectable women wear veils, though
they are often actually considered more this can range from incredibly gauzy, see-

121
through scraps of silk that are veils in name
only, to heavy coverings that reveal nothing GM’s Note
but the eyes. Young people being as they This does not include the people such as
are, form-fitting gowns that accentuate the the Har'Akiri or the G'Hennans, who are
figure while still technically covering better covered in their own sections.
everything up are common in the less strict
city-states.
two over-groups, the Lowland Pharazians
Likewise, Pharazian society is
and everyone else (sometimes referred to
polygamous. A man is allowed to have up to
as the tribal or nomadic Pharazians). The
four wives, and can theoretically claim an
Lowland Pharazians are a settled, heavily
unlimited number of slave-consorts and
urbanized, society of city-states nominally
concubines in addition. The catch, of
united into an empire, whereas the other
course, is that he needs to be able to
Pharazians live in independent kin-groups
support all of his dependents, and pay a
led by elders or elected tribal chiefs, and
dowry for each of them. The practice
are most often occupied with herding.
emerged from the more warlike origins of
The bulk (80% or more) of Pharazians
the Pharazian society, when there were a
are the Lowland Pharazians, the people
great many young widows and not very
of the rivers. They are what people usually
many men around. Pharazian society
think of when the word Pharazian comes
practices arranged marriages, but families
up: small, dark-skinned folk, neat and
are strongly encouraged to get the consent
fastidious. Though the dominant ethnic
of the couple. Romantic love-matches are
group by far, they're actually relatively
known to occur, and not just in poetry.
recent, descended from desert tribesmen
In certain other ways, Pharazian society
who settled in the valleys after the Vossath
is actually quite egalitarian. Divorce is
Nor vanished. As such, much of their culture
reasonably easy to obtain, for both men and
is derived from that of those tribesmen,
women, and women (especially widows)
filtered through a lens of Lawgiver-worship
have both inheritance rights and control
and the unique literary and poetic traditions
over their own property, and can speak for
of the Lowlanders. The great majority live
themselves in legal matters. The trope of
as farmers along the riverbanks, though a
the cunning, pious widow defeating all
sizable proportion dwell in the cities as
manner of greedy interlopers is a common
artisans, traders, and the like. Despite living
one in Pharazian literature and poetry.
in the desert, their culture emphasizes
Ethnic Groups travel and trade, and Lowland Pharazian
merchants can be found as far north as the
Pharazia's people are staunchly
coast of Darkon. They're an un-martial
independent, and the whole idea of an
people, and prize cleverness and quick
“ethnic” group or “nation” hasn't really
tongues above all else.
percolated into the Pharazian consciousness
The Pharazian practice of slave trading
yet. People identify with their tribe, their
and the subsequent manumission of slaves
clan, or their city-state first, and will have
means that there are significant Vaasi and
only a fuzzy concept of any greater unity.
Rashemani populations, mostly living in
Nevertheless, while Pharazia is a land with a
their own quarters in the cities, and certain
multitude of peoples, for socio-cultural
other foreigners can be found as well. One
purposes they can be loosely divided into

122
of Pharazia's greatest poets, Ibn Morai, is fighters of the Hajari, with results that have
said to have been half-Valacáni. Depending gone either way — resulting in significant
on whether or not they've converted to distrust between the two peoples. That
'proper' Lawgiver worship, these said, the Hajari are respected as some of
communities may be treated as Lowland the best and most eager fighters in
Pharazians in everything but name, or may Pharazia, and often find their way down into
have certain special privileges and the river valleys as mercenaries.
restrictions (usually, higher taxes coupled The oldest peoples of Pharazia are the
with loosened restrictions, notably in the desert tribes, who were here before even
realm of usury and banking). the Vossath Nor. They are divided into two
The various tribal societies, meanwhile, great super-tribes linked by blood and
can be subdivided into the Valezians, the marriage, the Beyri of the northern desert
Hajari, the Beyri, the Alreg, and the Marsh and the Alreg of the south. Nomads and
Folk. These societies aren't really related, in goatherds as well, they live a lifestyle of
the sense of being ethnically close, but they constant movement from oasis to oasis,
do share certain similarities in how they trading and fighting with more settled
organize themselves. peoples in equal number. The desert
On the west coast of the Pharazian tribesmen are known for having a prickly
Peninsula are the Valezians, a dark- sense of honor and an extremely martial
skinned race that lives in tiny fishing villages spirit, and tend to consider the desert to be
against the storm-battered mountains. Their theirs — anyone else there is just
populations are small, rarely if ever reaching trespassing. On the other hand, they know
above the village level, and they are the Nameless Quarter better than anyone
culturally and ethnically closest to the else, and can be persuaded to act as
Valacáni across the Bay of Markovia. Many guides, for a suitable monetary
worship the same old gods that the Don has recompense. Of the two, the Beyri may be
destroyed in Valacán, keeping the old ways said to be more 'civilized', so to speak, as
alive. A few particularly entrepreneurial they have a certain proprietary interest in
Valezians do cross the mountains to trade the trade routes going across the desert
with the rest of Pharazia, however, carrying from Hazlan to Pharazia, and so are as
goods from Valacán or places further west. often merchants as they are raiders. The
Up in the mountains one has the Alreg, meanwhile, are a less friendly folk,
Hajari, also called the Mountain Peoples. and war regularly with the river-folk.
Hajari are usually short, stocky, lighter- Of special note are the Marsh Folk or
skinned than most Pharazians (usually a Marsh Pharazians who dwell in the Great
sort of light brown), and are famous for Marsh — while ostensibly settled and
their extravagant mustaches and bristling related to the Lowland Pharazians, they
beards. The Hajari are mostly goatherders maintain a tribal, clannish society rather like
and farmers up in their mountain valleys, that of the other tribal groups. The Great
but they also control the gold and gem Marsh is a dangerous environment, where
mines of the al-Hajars, making them quite it's easy to get lost and very easy to fall
wealthy. This has led to endless conflicts victim to some vile fever or plague (malaria
with Lowland Pharazians greedy for gold — is rife in the marsh). The Marsh Folk, then,
short wars where the superior resources of are both isolated and isolationist, focused
the lowlands are pitted against the guerilla primarily on their fishing for survival. Their

123
disease-ridden home means that the Marsh
Folk tend to be small-statured even by the
already diminutive standards of the Lowland
GM’s Note
Pharazians, but they are also an extremely Basically, Pharazia is the land of High
tough people, hard-living and resilient. Fantasy, and it is one of the few places
Pharazia also has several populations of in Ravenloft where things like wemics
creatures which ape the ways of humanity, or giants can be logically found without
but are not even demihuman. They too can breaking the mood. Such creatures
be loosely grouped into settled folk and shouldn't be common, but they should
tribal nomads. Among the former, one be used to add a dash of the fantastic
counts a handful of small vishkanya city- to a place, and encountering a gnollish
states in the deep desert, where the tribe or a Vishkanya city-state can
serpent-folk live partially subterranean lives make for an interesting and unusual
around key oases, trading with the most adventure.
intrepid of merchants. Likewise, small
societies of cloud giants live in the tallest number of people with inhuman heritage —
mountain peaks of the al-Hajars, where most common are the Genasi born of
they build palaces to rival that of any unions with djinn and man, though tieflings,
sultan. Among the latter, there are tribes of aasimar, dhampires (usually born of ghouls
wemics in the deep southern desert, instead of vampires) and fetchlings can all
where they raid oases and hunt certain be found. These are treated no differently
large animals, maintaining good relations than other people, though they may be
only with the Alregs. Animal-headed folk are considered to have a unique or awkward
not unheard of, such as the cat-headed history.
qitah merchants; hyena-like gnolls live in
matriarchal tribes in the foothills of the al- Banditry and Piracy
Hajars, trading slaves and offering The various tribal Pharazians such as
themselves up as mercenaries to those who the Beyri and the Hajari have well-deserved
are interested. All of this is before one reputations as bandits and raiders, and
counts the many, many djinni who live in have for centuries. While some have simply
secret palaces hidden from sight all over been regular criminals, the fact is that inter-
Pharazia — marid dwell at the bottom of tribal and inter-clan raids are an expected
the Bay of Phiraz, Ifrits construct palaces of part of life, with people stealing camels or
smokeless fire invisible to mortal eyes, goats from one another all the time — a
gemmed dao carve mighty halls from the cunning tactician who can get away with
living rock, and so forth. Nor is this an another tribe's best camels will be much
exhaustive list. Most of these inhuman admired. Furthermore, the tribal societies
creatures are unfriendly to the Pharazian are fond of the fruit of lowland agriculture,
people, but not always, and it is not but consider such agriculture to be beneath
unheard of to see cloud giant traders in the them (making raids against those they see
bazaar of Phiraz, or for a gnollish shaman to as inferior quite acceptable). Finally, the
offer her services to the highest bidder. desert tribesmen and the Hajari regard their
Uncommon, certainly, but no more. deserts and mountains as their territory,
Pharazia also, as a result of all these and others as trespassers who should pay a
peculiar natives, is home to a very large “toll.” Even the settled Pharazians of the

124
lowlands tend to have laxer views regarding legitimate, and thus despite the common
the acceptability of banditry than one would worship between the two countries, the two
expect of an urbanized folk, and Pharazian religions are essentially separate.
pirates are quite infamous in the southern The central point is that in the
parts of the Sea of Sorrows. Pharazian Lawgiver tradition, spiritual
That said, Pharazian raiding tends to be authority is reserved solely for the Lawgiver,
ritualized and formalized to a certain extent. and no man may claim to be spiritually
Violence is minimal, and it is considered superior to any other man. While still
enormously shameful to murder or abuse a aspiring to order, the Pharazian Lawgiver
prisoner. They are to be robbed, or perhaps tradition is non-hierarchal – an anti-priestly
held for ransom or sold off into slavery faith that considers the organized churches
(which while hardly pleasant, in Pharazia is of the north to be blasphemous and
not quite the death sentence it is in other idolatrous. By and large, the Pharazian
lands). Raiders who shed more blood than Lawgiver tradition is more harshly ascetic
absolutely necessary gain the hatred of both than that of the north, but it’s also a very
other tribes and of the settled peoples, and simple religion. So long as the worshiper
while the Emirs of lowland Pharazia accept proclaims that he gives his soul over to the
a certain amount of banditry, massacres will judgment of the Lawgiver and no other
attract lethal attention from both the settled deity, prays when he wakes up and before
folk hungry for vengeance and from other he goes to sleep and at each meal, and
tribes eager to police themselves and so remands such money as he is able over to
gain honor. Furthermore, there is a tradition alms for the poor, no one can say he is not
of only robbing those who can afford to a worshiper of the Lawgiver (he might not
defend themselves and have something be a very good worshiper, but that’s a
worth stealing — indeed, the Hajari and separate matter).
desert tribesmen are famously charitable Instead of priests or dommers, the
towards pilgrims or poor travelers that they Pharazian faith has the institution of the
come across. After all, if they're not Laerer, a derivation of the Old Vaasi word
trespassers, then they're guests. for teacher. The Laerer is an individual who
has studied the holy books of the Lawgiver
Religion along with the commentaries to them that
The dominant faith in Pharazia is that have collected over the generations (these
of the Lawgiver, but his worship on the commentaries are called the Laerde
peninsula differs significantly from that Kommentat. Formally, a Laerer has no
practiced in the northern lands of Hazlan authority over his flock. He is not a priest or
and Nova Vaasa. Pharazia came to the judge – these roles are given over to the
worship of the Lawgiver late, when Hazlani Lawgiver. Rather, it is accepted that the
missionaries converted them several common fellah or merchant simply doesn’t
centuries ago after the fall of the Vossath have the time to delve deeply into the lore
Nor. Their preaching was filtered through of the Lawgiver, and so it is a Laerer who
the native spirit-worship and tribal petty- interprets and explains it for them. In
democratic traditions to create a unique theory, the people are under no obligation
faith, radically different from its origins. The to accept the Laerer’s interpretation, though
Church of the Lawgiver in Nova Vaasa has since a Laerer is usually an influential
not accepted the Pharazian worship as community leader, people who disagree

125
with them usually keep it to themselves, at gods. Many of the cults are relatively
least till they can find another Laerer. This benign, simple spirit-worship and
system is loosely regulated by the fact that superstition. But when these cults stumble
Laerer have a system of internal seniority – across something of true power, the results
with the “advice” of an elder and more can be dangerous in the extreme. A
learned Laerer being given more weight to sampling of these cults would have to
one just reading the Books of the Lawgiver include:
– the seniormost Laerer in a given region is • Most common, to the point of being
called the Salvey Laerer (Sage Teacher) and barely a cult, is various spirit-worship.
is considered the ultimate authority for The ancient Pharazians ascribed special
thorny religious problems. powers to the natural world, much like the
That said, aside from asking the Rashemani, and have similar traditions of
common folk to avoid a specific false place-worship and animal gods. Generally
minister, the other Laerer have no real speaking, the Laerer look the other way
means of forbidding a rogue sage from with regards to these superstitions, aware
preaching. This means that the non- that rooting them out would be next to
hierarchal system Pharazian Lawgiver impossible — though some try nevertheless.
tradition is enormously prone to schisms The problem is that such benign spirit-
and heresies, and a sufficiently charismatic worship can easily morph into one of the
Laerer, particularly if he is able to gain the darker cults...
support of the local secular authorities, can • ...such as that of the Djinn Cults. A
basically set up his own little religion. This djinn is not a demon; it is not an inherent
means that what the worship of the creature of sin and evil, but it is a powerful
Lawgiver consists of from village to village being with its personality magnified tenfold
and city state to city state can vary widely. — and that includes its sins. A wrathful
The nature of the local Lawgiver worship is djinn will level an army in its rage, a
all over the map. At one extreme, the most gluttonous one will devour all the food in a
ascetic and puritanical Laerer enjoin their village, a proud djinn will accept no
listeners to avoid all drink, music, dance, authority greater than it, not even the
gambling, impious statements, unclean food Lawgiver. Djinn cults are something of a
or behavior, and so forth. At the other misnomer, as the djinn are rarely
extreme, some Laerer simply act as rubber- worshiped. Instead, they accept tribute
stamps and soothe the consciences of the from their followers in exchange for using
wealthy in exchange for a decidedly un- their powers to benefit them. Such tribute is
ascetic lifestyle. Most are in between, rarely easy or safe, and often requires
striving to act as guardians of public morals human death or enslavement (the victims
and as benefactors of the poor, but realizing being murdered for cannibal feasts or given
that their worshippers are human, and over into eternal slavery). The Djinn Cults
subject to the faults of the flesh. have a thousand forms, but they're
Complicating the situation still further is primarily a rural phenomenon, and often
that Pharazia is absolutely rife with cults. arise in the wake of some natural disaster.
The dark wonders of the Vossath Nor and When a sandstorm destroys a crop and
the mysteries of the Nameless Quarter threatens the community with starvation,
tempt the faithful away from the Lawgiver, suddenly appealing to the Ifrit living
and Laerer are forever warning against false

126
beneath the burning stone becomes much • The Cult of the Morning Star is a
more plausible. more harmless cult, which believes that
• A less forgivable cult is that of the Diamabel is the Lawgiver incarnate, who
The Society of the Six-Score Kings. This conquers Mytteri each day in mortal form. A
is an old, widespread cult found among the sub-branch believes that Diamabel is an
wealthiest and most powerful families of angel of the Lawgiver who instead declared
Pharazia, united by their belief that the himself a god, and was cursed with his
relics and ruins of the Vossath Nor can be nightly form for it. These cults are generally
used to gain power in the present day. The shunned but not otherwise oppressed,
self-titled Kings fund expeditions into the though some notice that Diamabel appears
Nameless Quarter and experiment with most often where the Cult of the Morning
ancient artifacts (or, since most of the Kings Star can be found. Perhaps a coincidence,
are merchants and not wizards, pay other perhaps not.
people to do so), and then hope to use • Another cult, primarily found in
these artifacts to become the rulers of Pharazia, is the Sisterhood of the Great
Pharazia one day. The cult is well- Devourer. Originating when certain high-
represented in the courtly cliques of Phiraz born women acquired a handful of arcane
itself, and the Kings have had some notable songs of either Ghul or gnoll extraction, the
success, as well as some quite notable Sisterhood practices a unique form of
failures. It is said that the destruction of the magical shapeshifting. By cutting out and
City of Benzar, swallowed up by an devouring certain key organs while their
enormous sinkhole, was the result of a victim is still alive, the Sisters are able to
failure of the Society. take their victim's physical form, gain access
• The Acolytes of the Faceless to all of their skills, and their memories, for
God are a disparate cabal of nomads, as long as they desire. This power comes at
merchants, and mercenaries who have a cost though, as the Sister is then plagued
stumbled across an enormous obsidian by unholy hungers, and some of the most
statue of a faceless sphinx in the Nameless far-gone cases began to transform
Quarter. Consumed by nightmares and spontaneously into a huge, hyena-like beast
dreams of the thing, the Acolytes are less a with crimson fur (an Alzabo). The
cult and more a kind of contagious dream- Sisterhood is an organization devoted to
born madness, desperate men and women advancing their members in a male-
who believe that they do the will of the dominated society, though they also work to
Faceless God. Some build shrines to the hunt down any members who have lost
black sphinx in the cities and deserts, control of themselves (which sometimes
creating effigies of obsidian and harvested means hiring mercenaries to hunt down
bone. Others sacrifice to their nightmares, huge shapeshifting Alzabo).
poisoning wells or going on bloody • The Assassins, a heretical Lawgiver
rampages through the city streets, in hopes cult dedicated to holy murder, about whom
of making the dreams go away at least for a more will be said below.
little while. One old cultist in Phiraz known
only as Abu Al Mawt (Father of Death) has Culture
been an active serial killer for over forty Poetically-minded Pharazians
years. sometimes call the Peninsula “The Domain
of the Endless Word,” which is a succinct

127
description of just how important
What’s in a Name?
storytelling and literary culture is to the
society. Storytelling is the art form of the Names are enormously important in
Pharazian culture. Professional storytellers Pharazian culture. The present Pharazian
called rawis can make a good living telling naming system originated from the desert
stories at coffeeshops and for wealthy tribes, but has proven one of the most fast-
patrons, and being able to spin an spreading elements of Pharazian culture.
entertaining tale is considered a vital social Even distant Hajari folk, savage gnoll tribal
skill. Laerer often use parables to get their warriors, and visiting Shri Rajian merchants
points across. Pharazian storytelling has will “Phiraz-ize” their names. Pharazians are
certain unique aspects, most notably that notorious for having long and complex
the religious mandate against lying means names, composed out of as many as five
that most stories get prefaced with the separate parts — though blessedly, very
formulae “It is said – but the Lawgiver alone few people will bother with all five names. A
knows the truth – that such-and-such a Pharazian name begins with a given name
person once lived.” In other words, the such as Hassan or Khalil, given by one's
story might be true, since no human being parents. This is followed by the father or
can know the perfect truth. mother name, given after the birth of one's
The high society version of storytelling first child — Abu-Hassan means “Father of
is poetry, and just as there are professional Hassan,” and Umm-Aisha means “Mother of
storytellers in folk culture and every decent Aisha.” Third comes the family name, which
man should be able to tell a story, so does goes “Ibn-Hassan” or “bint-Hassan,” Son or
every court have a few poets, and every Daughter of Hassan respectively. Depending
man of high pretensions needs to learn how on the family, Hassan may simply be the
to turn a verse. The very best of poets are individual's father (in which case an
accorded higher status than Emirs and individual may have more than one Ibn-
Sultans, though it has been centuries since name, giving one's father, grandfather,
Pharazia has produced anyone quite that great-grandfather, and so forth), this being
good. common among the desert tribesmen, or it
Another notable element of Pharazian may be a more generalized surname,
cultural life is calligraphy. The Pharazian indicating one's clan, which is more
lawgiver tradition frowns on common among settled folk. Fourth is the
representational art, though it does survive locative or relational name, which is
around the edges (miniature painting, structured al-, and gives one's tribe (in the
notably). But this has led to calligraphy case of the nomadic Pharazians) or one's
being used as decoration as well, most village or city-state. Al-Phiraz means one
often with some scriptural or poetic phrase comes from the great city of Phiraz, for
being reworked into art, often to the point instance. Finally, there is a nickname or
of losing legibility. This has also led to a honor name, usually given by friends,
long and semi-honorable tradition of hiding sometimes by a ruler, or possibly simply
both secret messages and spell-symbols in indicating one's job — Khayyam, as in the
calligraphy inscriptions. famed poet Omar Khayyam, simply means
“Tent-Maker,” and so he was probably the
son of one. Nicknames can range from the

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silly (Al-Jahiz, meaning Goggle-Eyes) to the malevolent warlocks. It is not a word used
dramatic (Sitt al-Husn or Lady of Beauty). lightly.
Names have immense metaphysical
importance. This derives from an old folk Pharazian Science and
belief that names have power, and that a
name will define, and even alter, that which
Technology
is named. Folk theology holds that the Before governmental dysfunction
Lawgiver's Book contains the true name of brought it down, the Pharazian peninsula
every speck of sand and shining star in the produced some of the most advanced
universe, and that by rewriting their names scholars in the Core. These scholars were
he so alters the universe. This is seen as driven by an urge to understand the world
variously an apt metaphor for the of the Lawgiver, and this gives their work a
Lawgiver's power, or else borderline decidedly religious styling, but it also led
blasphemous, depending on the city. them to develop significant advances in
Powerful wizards and djinni are said to be mathematics (providing the idea of zero),
able to alter reality by the act of speaking physics (especially optics), astronomy (there
names. While mortals lack the ability to is a great deal of interaction with Hazlan to
bring things into being with their naming, the north in this field), chemistry (by way of
it's still considered auspicious to name alchemy), and so forth.
something fortunately (a ship will be called Medicine is the most respected of
'Swift', or a babe 'Blessed' in some old Pharazian sciences, and to this day,
Pharazian tongue), in hopes that it attracts Pharazian doctors rival those of Lamordia as
some beneficial destiny. among the very best in the world. Pharazian
This explains, in part, the extravagant physicians take a holistic, semi-mystical
styles of praise and insult used by the approach, with a heavy emphasis on
Pharazians. Poets give their patrons long pharmaceuticals (opium, for instance) and
and flowery titles and names, and the what might be termed early psychology. A
Lawgiver is said to have a hundred sacred Pharazian doctor might try to get a patient
names. Insults, meanwhile, tend to be angry so as to speed up metabolic effects,
about giving someone an unfortunate title for instance. One of the best ways for a
or name such as “Son of a Baboon and non-Pharazian to become accepted in
Grandson of a Drunken She-Camel.” The Pharazian society is to be a doctor, and the
word Nameless, therefore, is a serious personal physician of Sultan Daud II is a
insult, as a place or person that is nameless Mulani woman, from House Voss.
lacks a fundamental identity, is undefined in
some important fashion (hence the empty The Realm
and barren Nameless Quarter). To be called
nameless is to be denied legitimate Economy
existence. Worse is to be Unnameable, for More than anything else, Pharazia is a
while something nameless can yet gain a mercantile society, and the key to its
name, to be Unnameable is to be eternally commercial networks is found not in the
other, to be forever undefined and alien. deserts, but in the Bay of Phiraz. Essentially,
The darkest demons are called the the great, placid Bay of Phiraz provides
Unnameable, or the most blasphemous and some of the best port facilities on the

129
Nocturnal Sea, and the Pharazians have a or Djinn-craft items is forbidden by both
naval tradition much older and much secular and religious law, but there are
greater than that of their more northerly always some people who are willing to
competitors — the Vaasi, the Darkonians, break those laws in order to turn a quick
and the Hazlani. Their knowledge of profit. At the Great Bazaar one can buy...
astronomy means that the Pharazians are • The feathers of a Roc, golden-brown
excellent navigators, and their lateen-sailed feathers as big as palm fronds.
Dhow are among the fastest ships in the • Needle-Cloaks, strange garments
sea. The desert folk's vessels are a common found in certain Vossath Nor ruins that
sight in Vechor and Rokushima, and seem to be crafted from thousands of sharp
Pharazian merchants have a near grey spines like scalpels, though they never
monopolistic grasp on the Shri Rajian trade. pierce the owner.
Silks and spices, sandalwood and from the • Ever-shining gems from the
East flow through Pharazia's markets, to be Kingdom of al-Naar, said to be alive and to
carried by caravan north into Hazlan and glow with an internal fire. Of course,
then points further west. assuming they aren't simple pieces of glass
Locally, the Pharazian economy is enchanted with a petty spell.
primarily agricultural — the fertile river • Sword-Wheels from distant G'Henna
valleys producing a host of beans, lentils, — massive cart-wheels to which eight
and grains — and is notable especially for sharpened swords are attached. With the
its fruit orchards. The al-Hajari mountains right spells, it is said, the wheels come alive
are quite mineral rich, and the Hajar clans and cut down one's enemies in a whirl of
there often mine gold, silver, and gems blood and metal.
from the rock there. The mountains are also • Jackal-headed masks, as worn by
home to plentiful iron deposits and still the ancient cult of Anubis, most of which
other useful minerals, but their remote seem to have been made in the last fifteen
location and harsh conditions have made years by some enterprising fellow named
most such pursuits unprofitable so far. One-Eyed Faruq.
Finally, the Pharazians have a burgeoning • Small rods of shining blue metal,
textile industry, using Shri Rajian cotton to found in the oldest of Vossath Nor ruins,
produce clothing for trade, and of course, which seem to cause insects to sicken and
weaving rugs out of animal hair or flax. die around them — though too close
Pharazian society, ultimately, is a rich contact may injure camels and men as well.
one, with enormous amounts of wealth • A Scarf of the Nine Colors, a
sloshing about in the river valley cities. The rainbow-like length of cloth, sometimes
bazaars of Pharazia's cities, especially the found hanging from palms in remote oases,
Great Bazaar of Phiraz, attract merchants that when wrapped about oneself lets one
from all over the world. It is said that if you see the Truth of things. This is rarely to the
cannot buy it in Phiraz, then it cannot be owner's happiness.
bought with mortal coin. The many bazaars • Little cobalt-blue glass jars of water
are also the best place to buy goods from the source of the Simurgh, said to
scavenged from the many ruins of the grant a drop of wisdom in each drop of
Nameless Quarter, though caveat emptor is water. How one measures wisdom is left
the order of the day when dealing with such undetermined.
things. Formally, trade in Vossath Nor relics

130
a system of tribal violence, and always
Pharazian Rugs
trying to control it.
Of special note in the Pharazian society In fact, the key idea of Pharazian law is
and economy is the rug. Pharazians produce that of restraint — that is to say, the
a lot of rugs, and even the poorest family punishment should fit the crime, and should
will have a few of them lying around their injure no one but the criminal. Punishment
hut, while the richest, most beautifully is distributed on an eye-for-an-eye basis,
embroidered rugs are worth a sultan's and tends towards the corporal, as few
fortune. To a certain extent, the Pharazian cities, let alone tribes, have the
prominence of the rug in Lowland Pharazian resources to imprison people for any longer
culture is a hold-over from their nomadic than it takes to get them to a judge.
days. To the desert tribes, the rug was the Instead, one has whippings, brandings, the
indispensable object of furniture. It could be loss of limbs (usually noses or fingers,
used to provide a 'floor' for a tent on the sometimes hands or feet), and in cases of
sand, it could provide a partition inside a murder, execution. Theft is a major problem
tent or a tent 'doorway', a saddle cover, it for the Pharazian legal system, given the
could be used as an extra blanket on cold prevalence of banditry and piracy among
desert nights, and when the nomad moved just about all levels of Pharazian society,
on, it could be rolled up for easy storage, or and is punished heavily.
even used to wrap more fragile objects. And That said, a criminal could be given an
of course, a decorated rug could provide a opportunity to make amends if he showed
bit of beauty in the otherwise spartan true remorse (as determined by the Judge).
existence of the nomads. It's not really In this case, he might be compelled to
surprising that magic carpets and rugs are a compensate the victim or the victim's family
recurring element in Pharazian folklore and with money or, in cases of a poor criminal,
magic. may be sold into slavery or handed over to
the victim for their own punishment. In all
Law cases, Pharazian law stresses that
Pharazian Law is primarily based on the forgiveness is a virtue, and that once the
commandments of the Church of the punishment is carried out or the blood
Lawgiver, the same as in Hazlan, Nova money is paid, then the crime should be
Vaasa, and Valacán, and on the edicts of expunged from mortal memory, as the
Abu-Phiraz and his successors, to the point Lawgiver's books have been balanced.
that a shared legal code remains one of the Law is enforced by the city watch and
few things still binding the disparate administered by independent Judges, who
Pharazian city-states together. Pharazian are legal and religious scholars (often
law is savage and bloody by the standards Laerer, actually), appointed by the Sultan or
of more Western countries, but the violence the local Emir. When a crime occurs, it is
is there for a reason — to satisfy those first reported to the city guards, who catch
wronged and to prevent outbreaks of the any obvious criminals (people holding
blood feud and the vendetta, which can tear bloodstained weapons in their hands). The
apart entire cities if allowed to grow crime would then be reported to a Judge,
unabated. As such, it may be most useful to who would then investigate and render
think of Pharazian law as a complex, judgment, which is legally binding but could
religious legal tradition overlaid thinly above be mitigated by the Sultan and the Sultan

131
alone (though many Emirs issue pardons of
Banu Sassan
their own, despite this being illegal). A
Judge has the right to compel testimony Pharazia has been settled and heavily
from any individual short of an Emir, and to urbanized for almost a thousand years, and
requisition assistance from local temporal in that time it has developed its own unique
authorities. Many Judges gather staffs of criminal underworld, the Banu Sasan. A
particularly useful individuals, creating a fraternity of professional burglars, bandits,
sort of private detective force. Though each beggars, murderers, camel thieves, con
Judge is considered competent to deal with men, false Laerer, and other miscellaneous
all crimes, in the city-states where there is rogues, the Banu Sasan are united by a
more than one Judge, a system of division shared style and a shared criminal argot,
of labor often develops, with one Judge and an almost uniquely cosmopolitan
specializing in merchant issues, another in aspect. A given Banu Sasan might include a
criminal matters, and so forth. Other Judges Pharazian physician fallen on hard times, an
preside over large stretches of the river outcast Wemic, a runaway Rashemani serf,
valleys, travelling in great circuits across a Hajari tribesman looking for some spare
Pharazia to hear the troubles of the coins, and a pair of Beyri camel thieves
Fellaheen. separated from their tribe. Situated upon a
Respected Judges, especially when they nexus of trade, the Banu Sasan are a very
are also Salvey Laerer, can become inclusive society, an amorphous and free-
extremely powerful and influential wheeling brotherhood with no proper
individuals, and their fame can spread the structure and with leaders commanding
length and breadth of Pharazia. In some followers on the basis of sheer charisma —
cases, when a city state or village has a the greatest Banu Sasan criminals are called
legal or criminal issue that seems utterly the Princes of Thieves.
unsolvable, they may ask for the aid of Compared to other criminal
some distant Judge, making them one of underworlds in the Core, the Banu Sasan
the few elements of the Pharazian Empire are among the most intelligent and
that is still in place. innovative of criminals, having had centuries
All of this applies to the lowland to polish their trade. Their jewelers know
Pharazians, of course. In the tribal societies, forty-seven ways of manufacturing false
crime tends to be less of a problem due to emeralds and diamonds, and their
the very small populations involved (when alchemists know three hundred compounds
there are only fifty people in a tribe, all of to change a man's appearance. Money-
whom are related, it becomes very hard for changers who are a part of the Banu Sasan
any actual criminal to hide), but when it wear magnetized rings that can be used to
does occur, the local Sheikh renders alter their scales, or used rigged balances
judgment, based on nothing but his own filled with mercury, so as to make gold
discretion. Still, one does occasionally have placed on the scales seem heavier. One
situations where desert tribes seek out man, known as the Prince of Camel Thieves,
noted Judges when they are confronted would release a jar full of ravenous camel
with problems beyond their abilities. ticks at the edge of an enclosure, and then
steal the animals in the ensuing chaos — to
the watchdogs he would feed a concoction
of honey and hair that would gum up their

132
jaws completely. Burglars and house-
breakers have no fewer than six hundred
stratagems. Often, they would use drills to
GM’s Note
break through the mud-daub homes of their For a campaign based in the Pharazian
victims, and then release a turtle with a city-states, having the players be the
candle on its back inside the house, using staff of a Pharazian Judge is a useful
its light to scout out the interior. A burglar way to gather a very peculiar group of
may have in his mouth a concoction of individuals together and give them an
beans and dried bread crusts, which he excuse to travel all over — solving
could chew on during the robbery to crimes, venturing out into the desert in
conceal any noise he made, so that the pursuit of bandits or to aid desert
home-owners would simply think it was a tribes, meddling in courtly politics, and
cat eating a mouse or rat. so forth.
The Banu Sasan run the gamut of
criminal types. On the one hand, there are a from the Bay of Phiraz to the Al-Hajari
host of different kinds of thugs and killers, Mountains, founded the great city of Phiraz
such as the sahib ba’j, the “disemboweler at the splitting of the fork of the Simurgh
and ripper-open of bellies,” and the sahib River, and led the empire into a golden age
radkh, the “crusher and pounder,” who'd of enlightenment and military prowess. The
join and befriend a lone traveler, wait until empire reached its height roughly around
the victim was at prayer, and then crush his 250 BC, under the Sultan Shaddad the
quarry's head between two heavy stones. At Great, when the great city hosted scholars,
the other extreme, there are con artists and astrologers, doctors, poets, inventors and
tricksters who pretend to be travelling mages in a court that was the envy of the
Laerer or poets, and freeload food and drink known world. The Pharazians to this day
from easily-impressed Fellaheen. Like their call Muqla ibn-Idris's reign the Years of
more courtly and legitimate counterparts, Honeyed Dates, when life was good and
the Banu Sasan have their own pretensions beautiful. It's been more or less downhill
to poetry, and many of the Princes of ever since.
Thieves are cunning and witty men skilled Ostensibly, the Sultan Daud II still rules
at turning a verse. from the White Palace in Phiraz, while his
governors (Emirs) rule the other cities and
river-valleys of the Pharazian Peninsula. The
Government Sultan, however, is only fourteen years old,
Those familiar with Pharazia say it is a and his court is torn asunder by power-
corpse that does not know it is a corpse, cliques and clan politics, with the Grand
nibbled by vultures and torn at by jackals, Vizier Ibrahim ibn Idris and the General
yet still it strides forth. The modern Rashid al-Muqtari leading the two most
Pharazian state was founded by Abu-Phiraz, powerful factions. Daud, a very intelligent
a desert nomad who united a dozen tribes and well-read boy, does his level best to do
behind him and toppled the last of the absolutely nothing that might anger the
Vossath Nor kings in Pharazia, factions at court (which means doing
approximately eleven hundred years ago. absolutely nothing, period), since his father
Abu-Phiraz founded a great Pharazian died by choking on a fishbone a matter of
empire, and he and his heirs stretched it months after Daud was born. Daud would

133
like to live to see his twenty-fifth birthday,
all else being equal. GM’s Note
Not that what he does matters all that
One easy way to organize a Pharazian
much. While Phiraz is still the greatest of
campaign is to have the PCs as a
the peninsula's cities, the Pharazian Empire
particularly small, elite group of
hasn't been an empire in anything more
mercenaries, who are then hired by a
than name for some two hundred years.
succession of Pharazian chieftains and
The other city-states still claim to obey the
city-states to solve problems.
will of the Sultan, and Daud can still call on
them for taxes and military support, but
most city-states haven't paid anything but days are long past. As Pharazia's empire has
lip service to the empire in years. Certain decayed, so too have its armed forces, and
city-states are four hundred years in arrears many of the settled cities now rely entirely
on their taxes. They still call their leaders on mercenaries from the desert tribes, the
“Emirs”, but they are self-appointed now, Hajari mountain clans, or from inhuman
and often hereditary, though a couple still gnolls or wemics. The Pharazians still boast
let Daud pretend to appoint them so long as an excellent reputation as cavalry, quite
he sticks to a script. Pharazia's city-states nearly as good as the Vaasi horsemen, but
war with one another regularly, conduct while Pharazians are said to make excellent
their own trade and foreign relations, and warriors, their soldierly discipline is sorely
on a few occasions have even tried to sack lacking.
the city of Phiraz itself. Once, they even That said, the Pharazians are also both
succeeded, when the sorcerer-king Malbus protected and constrained by the desert. No
stormed the city with his legions and had large army has ever invaded Pharazia, nor is
molten gold poured down the throat of it ever likely to, since to do so would require
Daud's great-great-grandfather. crossing a hundred leagues of desert sand
As such, Pharazian society is composed — and while the oases are quite sufficient
of autonomous city-states, each of which to provide for a caravan of a few score
lays claim to a certain area of territory people, an army of thousands would swiftly
surrounding it. They derive their power perish. Even along the river valleys, there
from their locations as strong points along just is not enough food in any one place to
the river systems, which lets them control allow for large armies to maneuver and live
trade up and down the rivers. Phiraz, off the land. This also means that the
located on the largest of the rivers and the Pharazians are enthusiastic fortress
most defensible, is thus the strongest. builders, since any besieging force will run
Internally, the city-states differ in how they out of food long before the prepared
are organized, but one usually has a local defenders.
ruler (generally an Emir, though other titles Thus, between the constraints of the
are used) presiding over a small mercenary desert and the prevalence of mercenaries
guard and a bureaucracy that handles (who cost money), Pharazian military
things such as taxes and law. engagements tend to be very small-scale
compared to the wheeling battles of the rest
Military of the Core. An army of a thousand men is
Once upon a time, the Pharazians considered a large and potent armed force,
boasted a great and potent army, but those and most armed conflicts take place

134
between a few hundred men on each side. footnote in the Pharazian Lawgiver tradition.
Most Pharazian cities will have a small city It is the duty of every right-thinking
guard raised of a few hundred men who member of the faithful to fight tyranny and
serve as soldiers, and will usually have to ensure that law and order is observed on
some tribe on retainer as mercenaries – earth. When a tyrant comes to power, it is
desert nomads or such. Pharazian conflicts considered a noble and just act to
also tend to be relatively bloodless, as assassinate him, so that he cannot oppress
mercenaries much prefer to fight a little bit the people any longer. Those killed in such
and then live to get paid, and so one rarely assassinations are martyrs of the Lawgiver,
has suicidal charges or last stands, with and can expect a joyous afterlife. The
brief clashes followed by surrender problem is that the Lawgiver tradition in
common. Pharazia is a bit vague on how one decides
Money is vital in Pharazian conflicts. if a given Sultan or Emir is actually a tyrant.
Most obviously, more money means that a So, any poor artisan or uneducated Fellah,
city-state can afford better fortresses and confronted with something they consider an
more mercenaries. But it can also be intolerable injustice, may decide that they
offensive — many a Pharazian war has have a holy duty to slay their oppressor.
ended when the mercenary captains of one This is one particular genie that secular
side received a better offer and turned coat rulers of Pharazia would very much like to
in mid-battle, and while Pharazian fortresses put back into its bottle, but the sermons of
are rarely taken by siege, they are often their tame Laerer have had little effect.
taken when someone is bribed to leave a Were clan bloodshed and assassination
postern gate open. insufficient, a further complication is added
in the form of the Pharazian literary
Politics tradition, and more specifically, the
Pharazian politics are anarchic and Pharazian arcane tradition. The poet and
ever-shifting. At its heart, it's clan politics, scholar is the paragon of Pharazian virtue
the endless struggle for familial power. and status, and so many politically minded
Individual clans fight to gain dominance individuals immerse themselves in books of
over one another in their city-state or tribe, obscure lore or distant sons to give
and then once a family finally does come to themselves a sheen of learning and wit.
power, they struggle with other city-states From there, it is often only a short leap to
and other tribes. Pharazian politics is, by the learning spell-work, and if one is of
standards of the Core, singularly bloody. It sufficiently immoral mindset, bargaining
is considered only good sense to wipe out with djinn. The powers so gained can be
the entirety of an opposing clan when one used to overthrow an existing ruler, or to
comes to power — merciful leaders will become a power behind the throne, a
simply have their rivals banished, but puppetmaster using sorcerous strings. The
Pharazia's darker stories and poems whisper idea of the Vizier (chief advisor) as evil
mournfully of brothers and sisters, sons and wizard is firmly embedded in Pharazian
daughters, grandparents, nephews, cousins, storytelling and legend, but really anyone at
all being put to the sword or cast out into the Emir's court might be a secret wizard,
the desert. whether viziers, Laerers, eunuchs,
Pharazian politics are rendered yet concubines, court poets, Judges, or
more anarchic by a curious scriptural dissolute heirs.

135
Pharazian political life may thus be certain amount of magical training. They
characterized as a constant succession of are expected to be very good with weapons
assassinations, palace conspiracies, coups and poisons, and to be able to blend in
and counter-coups, whose main virtue is perfectly with any population. Their most
that it rarely spills out into the city streets. feared quality, however, is that they are
As far as the common people are deep-cover infiltrators. An Assassin may
concerned, politics is a singularly dirty, spend years working their way into the
bloody business, and those who wish to entourage of an Emir, and years more
advance themselves are better off turning waiting there, until the order is given to
to scholarship or the arts. Not that there's strike. Actually, very often the target need
ever a lack of adventurers interested in only be given a warning, most often a rose
seizing power from a weak Emir — even if upon their pillow, to let them know that
meddling in Pharazian courtly politics risks they are in the hands of the Assassins,
the assassin's blade and the sorcerer's pet before the target is willing to do whatever is
demon. required of them.

The Assassins Foreign Relations


Not all the holy killers of Pharazia are Though it has been centuries since
poor farmers driven on by sheer faith. The Pharazia spoke with one voice in other
Assassins (the word is a corruption of old lands, Sultan Daud II still sends emissaries
Pharazian hashishiyya, meaning “without to other lands, and despite its weakness
any explanation”) are a special cult of people still pay attention to what the
Lawgiver heretics who take the above Pharazians have to say. United by culture
tradition of fighting against oppression to and ethnic ties, Pharazians abroad are far
extremes. Supported by certain merchants more unified than they ever are back on the
and anarchically-minded Laerer, the Pharazian Peninsula. Furthermore, while the
Assassins train in remote fortresses in the Pharazian military, government, and culture
al-Hajari mountains, practicing the arts of are all decayed from their glory days, their
disguise and secret murder. In exchange for commercial skills are still strong, and
their devotion, and because an Assassin is Pharazian merchants are enormously
rarely expected to actually survive their influential around the southern Nocturnal
mission, the Assassins are exempt from all Sea. Those ambassadors of the Sultan that
other laws governing the followers of the are not too proud to focus on matters of
Lawgiver. They ascribe to themselves a money can carve out a niche for themselves
special morality, on without limits or in the politics of other lands.
restraints. No one knows who leads the Shri Raji: Pharazian merchants have a
Assassins, though rumors speak of near-monopoly on trade going to and from
immortal, skeletal Laerer or strange Shri Raji, and there are significant
sphinxes that phrase their orders as riddles, expatriate Pharazian enclaves in the coastal
to be interpreted by their followers. cities of that jungle-filled land. Generations
Despite popular legend, the Assassins of close commercial relations has resulted in
are not in fact drug-users (at least not on a high degree of cultural mixing and
missions — opium use is quite common at religious syncretism, and while there are
other times though), and instead rely on regularly political squabbles over trade
considerable talents with disguise and a

136
issues, the two lands are as closely allied as traders every season. Distant as they are,
one can expect. political relations are cordial but
Hazlan: Relations with Pharazia's perfunctory, with the local emissaries of the
neighbor to the north have been more Sultan mostly being concerned with keeping
complex. On the one hand, both Hazlan and the merchants happy.
Pharazia are reliant on trade with one
another for their economic well-being, and Diamabel
they share a history with the Vossath Nor.
Diamabel is a highly ambiguous figure
Cultural intermixing, especially in the south
to all the people of Pharazia. During the
of Hazlan, is very high. At the same time,
day, he appears as a Pharazian man of soul-
their worship of the Lawgiver could not be
searing beauty, with black hair, emerald
more different, and the Pharazian habit of
green eyes, and a pair of vibrantly colored
slave-raids into southern Hazlan does little
wings upon his back. He dresses in fine
to endear them to their northerly co-
clothing of blue and gold, and holds a
religionists. Ultimately, Hazlani-Pharazian
strange aura of brightness around him -
relations can be best understood through
colors are stronger when Diamabel is near,
the idea that 'good fences make good
sounds more musical, scents sweeter. He is
neighbors', as the hundred leagues of
known to be a being of peerless wisdom,
desert between the two lands keep them
generosity, and kindness. He heals the sick
from really being able to do much more
and crippled, gives charity to the poor, and
than send sharply-worded notes at one
is known to be the councilor of kings. At
another.
night, his demeanor and appearance
Nova Vaasa: If Pharazia's relations
changes: his entire form turns black as ash,
with Hazlan are tense, then the Pharazian
his eyes burn like fire, and his body is
relationship with Nova Vaasa can be best
covered with strange, gold-glowing
considered to be one of mutual loathing.
patterns. In this guise, he is an agent of
Without the requirements of trade to urge
unbridled fury, turning his wrath against
cooperation, Nova Vaasa and Pharazia tend
any unfortunate enough to cross his path.
to have small, nasty naval wars every
Entire tribes have been destroyed by
generation or two, with occasional
Diamabel, cities have been razed, rulers
amphibious landings and the sacking of
cast down, croplands burned. Fortunately
coastal cities. Separated by Hazlan and the
for most, Diamabel tends to stay in the
desert, the two states are too massive to
Nameless Quarter or atop the peaks of the
actually permanently hurt one another in
al-Hajari mountains. His presence is always
this fashion, but it does make travelling in
greeted favorably during the day, but this
the Nocturnal Sea quite exciting.
joy is always tempered by the concerns that
Darkon, Vechor, Rokushima,
this may herald his return at night.
Graben: Pharazian merchants can be found
While most Pharazians are aware that
all over the Nocturnal Sea, and a few very
the two Diamabels are one and the same,
hardy souls even reach as far north as
his motives, nature, and past are complete
Graben Island, though most travel no
unknowns. Diamabel rarely answers
further than the southern reaches of Darkon
questions about himself, and when he does,
or Vechor. Both of those two lands have
his answers are ambiguous or unclear. The
small trading enclaves of Pharazians, and
peoples of Pharazia have thousands of
even the isolationist Rokuma see a few

137
stories, legends, and theories about him, themed Darklord was a religious fanatic
many of them conflicting. Some think him a pretending to be God. This article therefore
very powerful djinni. Some think him an offers a reinterpretation of Diamabel,
ancient and cursed king. Some think he is diverging both from his old origin story and
an angel of the Lawgiver, and those who from the classical conception of what a
fall victim to him are meant as warnings of Darklord is at the same time. Diamabel is a
the Lawgiver's displeasure with mankind. figure of mystery: he may be a fallen angel,
Some think he is both the Lawgiver and a stray Dark Power, or an ordinary man, but
Mytteri incarnate, combined in a single the truth of him is unknown to anyone in
form. Some whisper that he was once an the domain of Phiraz. He is the incarnation
angel of the Lawgiver, but committed the is the living embodiment of the Pharazian
ultimate blasphemy and declared himself a theme of Destiny. He is the hand that
god: these people tend to be punished moves the pieces, that brings them into
under Pharazian law, ostensibly for play and lays them back into the closet
blasphemy, more practically to avoid when the game is done. It is Diamabel who
invoking Diamabel's wrath. tells the beggar boy where the magic lamp
A curiously common legend is the can be found, and it is Diamabel who rains
prophecy that a "black-eyed rascal" will one fire and death upon a city that blasphemes
day be Diamabel's undoing. Dark eyes are against the Lawgiver. His are the wings that
exceptionally common in blow away the sand from the
Pharazia, but some people, ancient ruins, and it is Diamabel
such as those with aniridia, who tells the storytellers of
are viewed with certain the market about heroes
amounts of suspicion by lost and dead. He may or
the general populace. may not be a Darklord,
and may or may not
On Diamabel have been human
The classic once, but that is
presentation of mostly irrelevant to
Diamabel was rife his role as the
with unfortunate agent of destiny in
implications due the Pharazian
to the fact that story.
the only Muslim-

138
Demise
A Sea of Sorrows Gazetteer Preview
By Ron Laufer
gonzoron@fraternityofshadows.com

peruse it. Wehner's story seems fantastical,


Size and Reach: 6x3 miles of island, but if there's one thing I've learned thus far
1-2 miles of surrounding seas in my travels, it's that most fantastic stories
Darklord: Althea hold a nugget of truth.
Ecology: Sparse Fauna, Full Flora This Wehner, a Lamordian, was the
Climate/Terrain: Forbidding captain of the merchant ship Doma Ordana,
Temperate Mountains, Dense Tropical which sank nearly eighty years ago en route
Forest to Martira Bay. The captain's journal details
Year of Formation: 685 BC how he and his crew washed up on the
Population: 20 Alven, 1 human, 1 shores of Demise and explored the island,
maedar, 1 glyptar, 1 medusa (Althea) where they were drawn into a peculiar
Cultural Level: 3 (Iron Age) labyrinthine structure, infused with powerful
Races: See Population illusions. If the account is to be believed, his
Languages: Unknown*, Lamordian crew each succumbed in turn to a creature
Religions: None whose visage held the power to turn those
Government: None who view her into stone. When only the
Ruler: Althea captain remained, he blindfolded himself so
*Althea's native language is known he could not see above his waist and went
only on her own world, and is after the beast. The creature took the form
incomprehensible to anyone native to of a beautiful woman and nearly seduced
the Lands of the Mists him. He managed to lash out and wound
the creature, but in retaliation, she ripped
the cloth from his eyes and hurled some
The Isle of Demise may seem to be a
sort of caustic fluid into his eyes, blinding
strange locale to spend my precious time
him forever. This "woman" threatened
cataloguing, and indeed most know it only
vengeance as he fled the maze. He later
as an inhospitable rock to be avoided on the
committed his tale to paper and entrusted it
way to or from the coast of Darkon. But
to the sea.
there is more to Demise than first meets the
And so, while it may at first seem
eye and I would be remiss to have
unlikely for the traitorous Van Rijn to be
neglected it, in light of a certain journal,
hiding out on this remote island, no wizard
recovered from a keg adrift in the sea. One
worth his spellbook would pass up an
copy of this journal, the account of one
opportunity to study the powerful illusions
Johann Wehner, now resides in the library
Wehner describes. Though he has
at the University, where I was able to
embraced the foul arts, Van Rijn may yet

139
feel the lure of other spells, and no doubt southwest. It is surrounded by lesser peaks
the transmutation of flesh to stone would of jagged rock that would seem exceedingly
fall in line with his early interests as well. difficult to navigate in anything larger than
We cannot ignore the possibility that our a sloop and even then, a skilled sailor would
quarry has read Wehner's tale and gone in be indispensible. From the journal, we knew
search of the secrets of Demise. the general layout of the island: a rocky,
With at least a hint of the dangers I steep volcano, apparently dormant.
would face on the Isle, I made certain to Inhospitable badlands stretch from the edge
prepare myself thoroughly. I petitioned of the peak to an inactive crater at the
several of our Brotherhood for the loan of a center, improbably filled with lush jungle,
gem of seeing, and was granted the use of and the mysterious stone Maze rests in the
one by Brother Zoltan, whom I must thank middle. We first circled the island on the
here for its invaluable use, and reassure Pelican and noted no distinguishing features
that the gem is safe. As soon as we reach visible at our distance from any angle,
port again, it will be sent home to him via a though it's possible that something was
mutually trusted courier. I also delved into blocked from view by the surrounding rocks.
the library at La Maison Soulombre in Surely, I thought, before setting out in the
search of any spells that might be of use in dinghy, Wehner's crew had to wash up on
this endeavor, and found a fascinating trick the Isle somewhere, so perhaps a safe
to produce a "shadow mask" that should approach would be hidden among the
grant me immunity to the gaze of the rocks.
creature. Alas, there is a strong current as well,
Captain Howe was substantially less that several times threatened to pull my tow
excited than I to approach Demise. The line across one sharp rock face or another,
place has quite a bad reputation among severing me from the ship. I did not hear
sailors, and most give it a wide berth. Some the singing I'd been warned of, though
say that beautiful songs have been heard whether that was a good omen or ill, I did
drifting from the island: a temptation to not know. It soon became clear that the
approach for a green deckhand, but for a rope was not long enough, and the good
seasoned mariner, as sure a sign as any to Captain showed no willingness to move the
stay far, far away. Howe would not risk the Black Pelican any closer than the anchorage
Black Pelican itself, as the island has no he'd chosen. It was just as well, since I
harbors and rocky shoals and sandbars are didn't relish the idea of landing the dinghy
known to hide beneath the waves nearby. in the crushing surf that continually pounds
So once again, I found myself in the dinghy, the base of the island.
secured to the ship by as long a rope as the So, casting a fly spell, I took my leave
crew could find. of my small vessel and made for the island
proper. Regrettably, my distance from the
Geographical Survey shore, and the short duration of the spell,
did not allow me to risk any detailed
On initial approach, the Isle of Demise
surveying, so I flew directly toward the apex
appears as a steep cone of dark rock
of the steep, cliff-like mountain. The details
thrusting up from the sea. The cone is
of my landing, on the mountainside instead,
slightly oblong, with the longer cross-
I will save for somewhat later in this report.
section running from the northeast to the
From the base to the peak, the island

140
appears to rise nearly fifty feet at the lowest the cliffs, but would take years to map fully.
edge, ranging perhaps as high as seventy And, as the stability of the rest of the
feet at the higher side. mountain implies, collapses are common,
I saw as no beach to speak of, only a rendering any map only temporarily valid.
thin stretch of flotsam-covered pebbles in Indeed, there are enough dangers in these
some places, but for the most part, the dark caves, living and otherwise, that the ascent
cliffs plunge straight into the sea, and offer of the mountain remains a viable option.
precious little respite from there to the The stretch of desolation at the edge of
summit. To make matters worse, the the crater is as bleak as Wehner's journal
mountainside seems to be perpetually describes it. There are no plants, but a few
crumbling. Climbing is exceptionally insects, and only a stretch of porous black-
dangerous, as seemingly solid foot and gray rock, ranging from less than a mile
handholds can disintegrate at a moment's wide to nearly two along the major axis of
notice. Wehner's account does not do the island. The only source of water here
justice to the difficulty of this ascent. are small pools of fallen rain that collect in
Without magical assistance, I would surely the low points of the uneven terrain.
Though it should be only a short walk to
cross this barren waste, a layer of fog often
The Climb DC to scale the cliffs of settles on the badlands, making it difficult to
Demise is 28. Even creatures with a keep a sense of direction. The desolation
climb speed (such as spellcasters using has few natural landmarks, and it would be
spider climb) risk pulling off chunks of all too easy to wander this small stretch of
rock and falling. Each round in which land for an unexpectedly long time, or
such a creature moves on the cliffs, it worse, wander too close the edge and slip
must make a DC 15 Spot check to avoid back down the steep and fragile slope.
unstable ground, and failing that, make Turning one's ankle or slicing one's hands
a DC 15 Reflex save to avoid falling. on the uneven stone floes are dangers with
every step. And worse dangers lurk as well,
never have reached the top, and even so, it those of the supernatural kind, which I will
was treacherous. describe fully later.
As it turns out, the cliffs are not entirely It is a welcome sight indeed when one
featureless. I later discovered scattered finally reaches the habitable area of the
mountain-side caves along the coastline, caldera and the dense tropical forest within.
only visible on close inspection. Most of Note that I carefully say “habitable” and not
these turned out to be shallow dead ends, “inhabited.” The immediate impression of
but some lead deeper into the island, the forest is that of a lush ecosystem, but
connecting into what appears to be an one instantly detects a wrongness about the
elaborate network of caves and lava tubes. place. It takes some time before the reason
Many of the dead ends were blocked by for this unsettling feeling becomes clear.
rubble indicating that they once ran deeper. The usual sounds of such a forest are
This complex of caverns extends upward utterly lacking. No bird calls, nor rustle of
and has outlets in the badlands of Demise's woodland critters, nor buzz of insect
rim, as well as in the jungle caldera. These swarms mar the silence of this vast oasis. In
passages provide an alternative to scaling my time on the island, I did see some
evidence of tiny amounts of animal life

141
within the caldera, but at levels that seem if it could have found the means to do so.)
extremely sparse for this otherwise lush Hot springs boil up from the earth, and
environment. It is clear that something (or sulphurous smelling steam fills the air in the
someone) keeps the wildlife at artificially surrounding area. When the pressure from
low populations. these springs builds, the boiling water can
The caldera is closer to circular than erupt in geysers dozens of feet in the air,
the full island and measures approximately much like the hellspouts of Borca. Steam
three miles in the longer direction and two from these vents rolls across the tops of the
in the shorter. I had expected a warmer vegetation in voluminous cloud banks.
temperature here, fueled by the hot springs Scattered throughout the jungle are
that Wehner reported, but was still taken small pockets of chilled air that I could not
aback by the hot and muggy climate. I readily explain. Without warning and in just
cannot emphasize enough the extent of the moments, the sweltering heat disappears
contrast in weather between this pocket of and coolness envelops a small area. It is not
sultry vegetation and the surrounding wintry a breeze as such, but radiates in all
expanse in the rest of The Finger. It will directions. Then, as suddenly as it arrived, it
come as no surprise that I was reminded of passes. The coolness is small comfort,
our "home," though the weather here however, since the feeling is quite eerie and
combined the heat of Souragne's summer unnatural. It almost feels as though some
with the dampness of its rainy season, all in presence is watching, with a cold, dead,
one horrifically uncomfortable package. My piercing stare. My best guess is that the
coat was stifling, so I surveyed much of the phenomenon may share some similarity to
island in my shirtsleeves, until even that Darkonian scatabrae, though those remain
became unbearable and I laid my modesty equally unexplained.
aside along with my soaking shirt. Rains Still, for all its dangers and discomfort,
come frequently here, filling small pools and the jungle has an alluring quality. This
streams and turning any bare surface to forgotten world, hidden from all civilization,
thick mud. Over parts of the forest, the evokes the wonder of a lost time. Nature's
canopy is so thick that it is difficult to see bounty flourishes here, untouched by
the clouds above, and light sprinkles can humans, or even the creatures of the
become a deluge with little notice. wilderness. Huge clusters of exotic fruits
The traveler on Demise must contend dangle untouched from trees that may
with water from below as well as above. (I never have existed in the lands of men, or
have little doubt the land would have at least not since long before those lands
thrown water at me from the sides as well, belonged to men. Crystal clear waters fall
into secluded glens, the warm, humid nights
Demise's geysers erupt for 1d6 rounds hold no wild beasts, and there is a blissfully
every 1d20 minutes. A creature caught small amount of stinging and biting insects.
in a geyser must take 5d6 heat damage An unwary visitor might be seduced by this
per round or make a DC18 Reflex save verdant paradise, but clearly, there are very
for half damage. Creatures splashed by good reasons why the forest remains so
the boiling water take only 1d6 damage unpopulated.
and may save for half as well.

142
Flora and Fauna
As mentioned, the forest of Demise Dread Possibility: Stone’s Icy
holds a cornucopia of plant life, many found
nowhere else in the world. A determined Chill
herbalist who is able to climb the rocky Like all medusae, the power of
peak or navigate the caves to reach the Althea's gaze extends into both the
valley, and then able to resist entering the material and ethereal planes. Her
dread Maze, could make an unsurpassable gaze can only petrify living
harvest of interesting items. Alas, I am not creatures, so while ghosts are
an herbalist, but I did meet several here on immune, the subjects of a blink,
the island, who were most helpful in ethereal jaunt or etherealness spell,
documenting some of these wonders. The users of the Transubstantial Halo, or
herbalists in question were not human, but monsters such as ethereal filchers or
Alven. Indeed, a clutch of these reclusive marauders and phase spiders can all
fey are the major civilization of Demise. I be petrified while remaining
will detail my dealings with them later in the ethereal. While individually, each of
report, but I mention them now only to these things would be a rare
document my sources. occurrence, over the decades,
Ferns and Bromeliaceae grow on every enough of them have fallen victim to
available patch of ground and even rooted Althea that a handful of petrified
upon other plants. Orchids bloom in a objects float chaotically through the
cacophony of different shapes and colors, near ethereal of Demise.
and ensuring the pollination of these
ubiquitous flowers seems to be the chief This "Spirit Stone" is found in two
task of the Alven. The fern fronds twine and known places in Ravenloft: Demise,
tangle with creepers and vines, making a and the lair of the Spiriteater
stout blade a must for speedy navigation Basilisks owned by The Order of the
(though never in sight of the overprotective Guardians branch based in
carrot-tops!). Assorted lianas, a particular Mordentshire. The substance can be
type of thick, woody, climbing vine, seen by ethereal or Ghostsighted
enshroud many of the trees. The trees individuals, but to anyone else on
themselves consist mostly of mangroves, the material plane, it can only be
tualang, and the majestic, umbrella-shaped perceived as an eerie coldness when
kapoks. My hosts pointed out a few durian passed through. To ethereal
trees, the only trunks not wrapped in creatures, Spirit Stone is solid and
parasitic climbers, as they shed their bark impassible. If a suitable tool was
often. I was warned to beware the falling enchanted with the ghost touch
fruit of those trees, which resemble the enhancement, these statues could
head of a spiked mace, but of a size larger possibly be broken or carved, and
than a man's head. I would further warn my fashioned into barrier or cage
readers to beware when these fruits crack suitable for ghosts or other ethereal
open, for the smell is one of the most creatures.
horrific things I've experienced in my
travels. If one is looking for fruit to eat,

143
there are many better options. Figs, rare treat of human flesh. My little guides
coconuts, red jambu, bananas, assorted warned me that Assassin Vines and
citrus, mangoes, papaya, guavas, tree nuts, Shambling Mounds have been spotted in
avocados, and spicy peppers are all the thickest parts of the brush, and the
available for the taking. While the ground is dreaded Obliviax, with its power to devour
littered with mushrooms and other fungi in memory, is one exotic sight I wish to have
some places, I would not risk eating any no part of.
without an Alven guide, and perhaps not As noted, Demise's jungle holds no
even then. birds, no wild beasts, and no flying swarms,
There are a few exceptionally unusual and the same is true for the badlands that
plants that deserve special note. One is an surround it. Though, if one digs deep
exceedingly rare bloom called the apetros enough, the signs of small pockets of
orchid. I never saw the plant myself, but I animal life can be found. I once found a
was told it has yellow and purple petals with nest of some sort of small rodent, and one
distinctive veins of sparkling silver. If the of the Alven reported a lonely lizard
flower is softened in boiling water and munching on the leaves of her precious
mashed into a pulp, the resulting salve can shrub. It is clear that something unnatural
offer a cure to those unfortunates that have has befallen the animals of Demise, since it
been magically turned to stone. The cure is would seem that the settlement of even
not perfect, it seems, as the recipient's skin these few animals would otherwise cause
will remain stiff and firm, though even this the forest to rapidly fill with their spawn.
would seem a miraculous improvement over Beyond the caldera, there are indeed
death by petrification. One wonders what some interesting native creatures, however.
further use this plant might be put to in the I have already noted the Alven that live
hands of a skilled herbalist or alchemist. underground in the cave complex, and they
Another plant of note is the so-called "fiery are not alone there. While traveling the
bertholletia," the seeds of which contain caves, I espied or encountered several
two gooey pastes separated by a thin wall. other subterranean monsters, including
When the seed is squeezed just right, the assorted elemental creatures, of the earth
wall cracks, the pastes combine, and and fire varieties, various oozes, and
extreme heat is generated, building inside unintelligent burrowing beasts. And, as
until the entire seed explodes in a preposterous as it may sound, down one
dangerous, albeit exhilarating, display. A darkened cave, I was attacked by a small
careful extraction of these pastes without but determined group of skeletons, wielding
mixing them would have obvious application swords, spears, and enameled bronze
to crafting explosives. shields. Whether these undead warriors
The mundane carnivorous plants such were the remains of a party that died
as flytraps and pitchers seem to subsist on exploring the island, or the minions of some
the small amounts of insects that crawl and necromancer making his home there, I
burrow in the forest floor. There seem to be cannot say, but they did not seem to match
very few, if any, flying insects, and the eerie the traitor's sense of style, so I did not
silence of the jungle is never marred by the pursue their origin. But given the extent of
drone of crickets, locusts, cicadas or the these caves, a more thorough search with a
like. There are however, much fiercer and large party may be in order to be
more dangerous plants that hunger for the completely sure the lich does not lurk here.

144
If (literal) fairy tales are to be believed,
intelligent undead have taken up residence
in the caves from time to time, as Demise Flora
holds little danger for them, and they can A few examples of the unique plant life
plot and scheme in relative peace. that might lead a party to make a
Further, there are some incredible deliberate journey to Demise include:
monsters roosting upon the mountainside. I Apetros Orchid salve - Profession
have refrained from mentioning until now (Herbalist) DC 15 to make. Acts as
how I landed on Demise, for the tale stone to flesh, but the recipient loses 2
involves one such of these creatures. As I Dexterity permanently, and his or her
neared the peak of the island, held aloft by natural armor bonus increases
spellcraft, suddenly, I was engulfed in permanently by +2. (If he or she has
shadow. Looking upward, I saw that the no natural armor bonus, consider it to
sun had been completely blocked above me, be +0.) Depending on the length of
and a massive looming darkness was time spent as stone, the character may
expanding across the sky. No, I realized, it need to make a Madness check at the
was not expanding, but approaching me DM's discretion.
quite rapidly. A bird, the likes of which I had
never imagined, over thirty feet long, was Apetros Orchid tincture - Profession
diving at me, talons extended. I fled from (Herbalist) DC 18 to make. Ingested,
its path, and it pursued. I was more initial damage: 1d4 Dex, secondary
maneuverable, but it was faster, and my damage: special - the poisoned
spell was nearly spent, so I was forced to character is subject to the effects of a
land in a nook on the crumbling stoneskin spell, as cast by a 7th level
mountainside. A mighty warrior might have caster. This effect is Extraordinary and
fought off the creature, clinging tenuously cannot be dispelled. Market Price
to the cliffs with one hand and swinging his 1650gp per dose.
sword at the enormous beast with the Fiery betholletia seeds - Profession
other. But I am no warrior; so instead, I (Herbalist) DC 15 to harvest safely.
concealed myself with an illusion and waited When activated by squeezing and
for it to leave. As I watched the puzzled thrown or slung, the seeds act as a
monster search for me, its huge head magic stone spell, except that the
turning jerkily and its vast wings beating damage is 1d6 fire damage plus 1
gales against the mountain and the sea point of bludgeoning damage, and
below, I wondered what the thing must eat unlike stones enchanted by the spell,
when it can't get tasty professors. I surmise the seeds do not inflict double damage
that it (and any brood it may have) must against undead.
survive mostly on fish, maybe even small
whales, or perhaps it snatches the
lost interest in me and left, and I began the
occasional crew member off the deck of
torturous climb to the summit.
passing ships. I do not know how far the
creature ranges from Demise, or if it might
be migratory and have homes on other
remote islands. In any case, it eventually

145
Encounters on Demise: Wildlife
CR 1/10: Bat(MM1)**
CR 1/8: Rat(MM1)
CR 1/6: Lizard(MM1), Raven(MM1)*
CR 1/4: Owl(MM1)*
CR 1/3: ,Dire Rat(MM1)**, Hawk(MM1)*, Snake, Tiny Viper(MM1)***
CR 1/2: Eagle(MM1)*
CR 1: Dire Raven (Ga1)*
CR 2: Dire Bat(MM1)*, Dire Hawk(MM2)*, Giant Lizard (MM1)**, Giant Raven (Fro)*
CR 3: Dire Eagle (RSt)*, Giant Eagle (MM1)*
CR Varies: Monstrous Spider(MM1)**
(All wildlife in the Jungle is vanishingly scarce, due to a combination of Althea's siren
song and gaze and outbreaks of the petrification virus.)

Encounters on Demise: Monsters


CR1: Carrion Bat(DoD)**, Darkmantle(MM1)**, Dread Plant, Fearweed(DoD)***,
Obliviax Mossling(Dra#355)***
CR2: Dread Plant, Crawling Ivy(DoD)***, Obliviax (Dra#355)***, Thoqqua(MM1)**
CR3: Ankheg(MM1)**, Assassin Vine(MM1)***, Bone Rat Swarm(LiM)**, Dread
Plant, Bloodroot(DoD)**, Phantom Fungus(MM1), Shadow Fey, Alven(VRGSF), Violet
Fungus(MM1), Wight(MM1)
CR4: Carrion Crawler(MM1)**, Corpse Rat Swarm(LiM)**, Dread Plant,
Lashweed(DoD)***, Gray Ooze(MM1)**, Harpy (MM1)*
CR5: Gibbering Mouther(MM1)**, Ochre Jelly(MM1)**, Petrification Virus (See
Appendix), Wraith(MM1), Udoroot (EPH)***
CR6: Chelicera(MM3)**, Dread Blossom Swarm(MM3)***, Shambling
Mound(MM1)***
CR7: Black Pudding(MM1)**, Maedar (Leftheris) (Dra#355+see Appendix), Medusa
(Althea) (MM1+see Appendix)****, Phasm(MM1)**, Stone Spirit (see Appendix)
CR9: Arcane Ooze(MM3)**, Roc (MM1)*
CR10: Greenvise(MM2)***
CR11: Stone Golem (Stelios) (MM1+see Appendix)****
CR varies: Animated Object (MM1)****, Earth Elemental(MM1)**, Ghost (MM1,
DoD), Geist (DoD), Living Spell(MM3)****, Lich(MM1), Revived Fossil(LiM),
Skeleton(MM1), Vampire(MM1, DoD), Zombie(MM1)

* Only on Mountainside cliffs


** Only in caves
*** Only in jungle
**** Only in maze

146
Along the way, I spotted other winged convince me that it was inspired by the
creatures nesting there, but thankfully they place, and reference to that song appears in
did not spot me. Concerned with making multiple books dated near the turn of the
the ascent, I had no time to carefully study century. Since its appearance, Demise
them. Doubtless they were more birds, of seems to have been mostly stagnant. I
the normal or dire variety, though for a found it to be much the same as Wehner
moment I was convinced that one group described it. Few visit the place deliberately,
had humanoid heads. Surely the exertion fewer leave their mark, and fewer still
was affecting my senses. When I finally return.
reached the top of the mountain, I was
exhausted, and thought my wits might be People
permanently impaired, for here the very
As I have previously mentioned, the
stones of the earth rose up against me.
vast majority of sentient inhabitants of
Clearly some enchantment had been
Demise are members of the breed of
wrought on the three boulders that barreled
Shadow Fey known as the Alven. These
directly toward my person. I can think of no
reclusive fair folk number approximately
other explanation for the animate faces of
twenty and live by day in a cave complex
the rocks that bit at me with their flint-sharp
deep within the mountain, which they call
stone teeth. These strange rock monsters
Molten Hollow. By night, the Alven pour
would be the last of the "natural" dangers
from the cracks in the caldera floor and
this forgotten land would threaten me with,
tend to the jungle plants continuously until
though of course, as in most places, the
just before dawn, when they flee the deadly
intelligent denizens would prove far more
(to them) light of the sun. They ostensibly
hazardous.
follow a leader named Prince Galaindril,
though by my observation, they regard his
History orders more like suggestions. The Prince
Given Lamordians’ cultural distaste for and his subjects rebuffed all my attempts to
history, it is difficult to pin down exactly determine why exactly this particular group
when Demise emerged to take its place at of faeries had left their former homes and
the far end of The Finger. But there is no become the caretakers of Demise. But so
dispute that the earliest written description long as I did not interfere in their work,
of the place is that of Captain Wehner, and they were content to answer most other
records at the Ludendorf harbormaster's questions and were particularly effusive
office place the last voyage of The Doma when describing the local flora.
Ordana in the summer of 686BC. Lamordian As ever when dealing with the fey, it
mariners' maps dating even a decade earlier pays to be cautious and keep in mind that
than that show only the sea where the no matter how friendly they seem, they are
island now sits. Since there are obviously no inherently inhuman and prone to dangerous
trade nor formal relations with Demise, it changes in mood. Hence, I did not linger
appears in few official records, but the longer than necessary with them, but during
sailors of the Sea of Sorrows have their own my brief visit, I made sure to ask them what
tales and legends of the place. The sea they knew of the mistress of the maze. The
shanty, "Her Voice from the Black Isle," tale I was told, by an elder called "Gray
certainly has enough parallels to Demise to Donald," was one of unrequited love: that a

147
man whom the lady fancied spurned her for wall for guidance, for the man was clearly
being ugly and that with the help of a blind.
Zelldrow artifact, she tried to force herself "Captain Wehner?" I asked, "Johann?"
on him and killed him by mistake. For this He dropped his fish and reached for a
sin, she was cursed to roam the maze, and dagger tied to his calf. He seemed as
the man was turned to a walking stone shocked to meet someone who knew his
statue that will not speak to her or return name as I had been to find him still alive.
her affection. Even as I listened, I To have survived alone and blind to such an
suspected from the twilight folk's glee that elderly age in this inhospitable place
the story was embellished. While they all seemed impossible. I calmed his fear and
seemed to know the basic tale, parts of it spoke with him for a time, helping him to
seemed added or enhanced. In particular, build a fire to cook his fish. I first spoke
the inclusion of the personal "bogeymen" of about his catch, as one angler to another,
the Arak, the Zelldrow, seemed new and easing him back into conversation. He
tailor-made to garner applause from the seemed welcoming, though perhaps not as
Alven audience. I couldn't shake the feeling thrilled as one might expect to meet an
that they take turns with this tale, twisting it outsider after what must have been
one way or another to amuse themselves or decades alone. As I moved the conversation
their rare guests, though there might have to more relevant topics, regarding the
once been a kernel of truth to it. Perhaps, island, and the changes in the world at
had I visited on a different day, I might large, he became more agitated, and less
have instead gotten an account closer to coherent. It was clear the time here had
the one I was to learn later in my journey. taken a toll on his sanity. Before long, he
But then again, although that variant would started spouting cryptic ramblings, and
come from a kindred source that I trusted breaking out into ancient sea-songs, though
more than these charmingly playful I couldn't help but feel as though this
creatures, I have no solid proof of its babble was suffused with riddles, if I could
veracity either. The fey are often only decipher them. This pitiful hermit
inscrutable, and what I interpreted as fancy surely holds secrets that no living human
could well be the truth after all. does.
The Shadow Fey may have been the
most prevalent inhabitants of the island, but
by no means the most unexpected. On my Dread Possibility: The Spirit of
final day on Demise, I explored the caves, Demise
searching for one of those that opened up
Johann Wehner - 2nd Magnitude ghost
on the shoreline. Seeing daylight ahead, I
human Ftr1/Exp5 (Sailor).
approached the cave mouth, and was
Treasure: a +1 dagger inherited from
startled to hear a hoarse voice call out to
his mother. The dagger's possessor
me in Lamordian. After making my peaceful
continually feels at ease; gripping the
intentions known, I came closer and to my
dagger allows the possessor to make a
surprise saw an elderly, weather-beaten
new Fear Save to negate an existing
man in a ragged loincloth holding some
fear effect, and gives a +2 morale
freshly caught fish. He was making his way
bonus to future Fear Saves.
back into the cave, brushing a hand on the

148
It was only when I sat myself along the
cave wall to share the cooked fish with Molten Hollow (thorp) Conventional;
Wehner that I realized how true that AL CG; CL 7; 40 gp limit; Assets 40 gp;
thought was. Lowering myself to the cave Population 20; Isolated (Alven 100%)
floor, I felt something sharp beneath me.
Squinting in the light of the small fire, I Authority Figure: Prince Galaindril male
recoiled to see that it was a bone, part of a Alven Rgr5
rag-clad human skeleton that lay in a small
alcove. Bound to its tibia was a dagger, the Important Characters: Gray Donald,
hilt a match to the one the old man wore. male Alven Drd7 (Elder among the
As I looked across to Wehner hungrily Immortals; The Marked One), Priestess
devouring his fish, the truth was clear. It Claricimae, female Alven Clr4 (Voice of
was, in fact, impossible for him to be still the True Fey)
alive. I was not surprised to look down at
the meal in front of me and see only bones,
the remains of a grouper eaten long ago. majority of their time here in recreation. Not
Wary of angering the shade, I tiptoed past needing to sleep as we do, they dance, tell
him to the mouth of the cave, quietly tales and feast until their work begins again
summoned a phantom steed and rode at nightfall.
across the surf, back to the Black Pelican. The Alven have chosen caves that suit
The only other denizens of the island their own size, and visitors of human height
that I am aware of are the lady of the Maze must be constantly ducking and crouching.
herself, and the mysterious Stealer through Indeed, some parts of the complex are
Stone, both of whom I will detail later in simply impossible for a grown human to
this report. enter. Passages from Molten Hollow lead to
all parts of the island, and the fey seem to
Settlements know them all. If approached during their
daytime break, they might be convinced to
act as guides, though the standard warning
Molten Hollow about fey bargains applies.
The only place on Demise that could Accommodations: Visitors who befriend
reasonably be called a settlement, Molten the Alven may be allowed to sleep in the
Hollow is the name the Alven give for "Big Cave," a relatively cozy chamber of
section of the caverns that they have taken roughly five by ten feet. Care must be taken
as their home. Trickles of lava still run not to roll too close to the red hot stones on
through these caves, no doubt giving the the far side of the cave.
place its name, and many of the chambers
glow with the lava's ruddy light. I would not Locales of Interest
have found the place on my own, hidden as
it is deep within the mountain. I first had to Lacking any civilization apart from
befriend the Alven on the surface and Molten Hollow, Demise still harbors sundry
convince them to let me follow them home places of note that I shall detail in the
at dawn. The tiny denizens have made most following.
of their furniture from fallen branches,
intricately woven together, and spend the

149
paper described succumbing to the disease
Wehner's Cave
as a slow process. Either this strain is more
The caves are extremely extensive, and virulent and spreads very rapidly, or
my attempts to explore them were cut something immune to the virus brought
short, lest some further calamity befall me them together after their deaths. Or
and my notes be lost forever. But I will note perhaps the victims, in their last throes of
that the cave where Johann Wehner lived illness, seeing no way to find treatment in
and died is the most likely entrance for a time to be cured, felt the urge to seek out
return expedition. The cave faces the fellow sufferers with which to spend
southward side of the island, and a small eternity.
spit of pebble beach juts out from the
mouth at low tide. The cave is blocked from Labyrinth
view by three large rocks that thrust from
Of course, the locale of most interest is
the sea, forming a barrier resembling three
the mysterious Labyrinth itself. I could not
upturned fingers from a giant's hand. The
consider my trip complete without
ghost of Wehner haunts the cave, going
investigating this strange structure at the
about the same tasks he did in life.
center of the jungle caldera. Taking no
chances, I invoked a shadow mask,
Statuary gardens
obscuring my face in darkness, and readied
In at least two places in the deep Brother Zoltan's gem of seeing. The maze is
jungle, small clusters of stone figures stand. an enormous circle, about a mile in
Mostly human in form, with a few diameter and fifteen feet tall, with walls of
demihumans interspersed, the statues share white marble. Due to its size, the maze can
a look of agony carved on their faces. This be found quite easily. From the cliffs above,
was my first glimpse of the promised stone the structure seems to be topped with a
victims of Demise. But I was surprised to featureless and flat stone roof of the same
see them here, outside of the maze, when substance as the walls, giving the place the
the Alven agreed that the lady of the appearance of a giant ivory coin dropped in
labyrinth was trapped within. My first guess a garden.
was that some creature had hauled them There is only one visible entrance, an
out here for an unknown purpose. But as I open arch on the southward side, marked
was about to examine the statues, I noticed with runes on the wall above. These runes
something that may have saved my life: the proved an enigma, as they are written in no
statues were nude or dressed in rotting language I could recognize, even via magic.
rags, and one statue still wore an intact silk Perhaps they are not actually language,
blindfold. There was no way this one could merely an aesthetic touch carved by the
have been petrified by the creature's gaze. builder of the structure. Taking one last
Groping for an explanation, I recalled a check of my spell components, and a deep
paper by an Invidian doctor regarding a breath of the muggy air, I walked through
petrifying disease, spread by physical the archway.
contact. I quickly backed away from the Immediately upon entering the maze,
stone people lest I become infected. If the unprepared traveler would be lost.
indeed these clusters of lost folk are victims Looking backward at the entrance, an
of the petrification virus, I do not know why illusion of forked passageways stretches
they seem to have banded together. This into the distance, giving the impression that

150
Dread Possibility - The Sculptor's Secret
The works of Astor Minard have become scandalously fashionable in the salons of
Port-a-Lucine. His medium is stone, and his works share a disturbing theme: the
human form in the throes of terror. Each piece is a bust or full statue, perfectly
sculpted, with a face frozen in horror, and demand for his work is soaring. While
he basks in his recent success, Minard also fears that the truth will be revealed: he
is a fraud. In reality a petty thief from Nartok, the man now known as M. Minard
was fleeing the constabulary, and had booked passage from Martira Bay to Port-a-
Lucine when a shipwreck stranded him on the Isle of Demise.

Exploring the island, he eventually entered the maze, along with the only other
survivor of the wreck, the first mate Dalara. By nightfall, Dalara had succumbed to
Althea's gaze, and while Minard caught only a hint of Althea's presence, he
deduced that some creature of the maze was responsible for petrifying her. Many
years ago, he had "acquired" his most prized possession, a bag of holding, from a
Darkonian noble and it had served him well in smuggling the spoils of his trade.
This treasure survived the shipwreck with him, and was quickly employed to
snatch the heavy sculpture that was once Dalara. Having been born with a knack
for escape and love of puzzles, he miraculously escaped the labyrinth without
further contact with Althea, eventually fashioned a raft, and sailed to the
mainland.

Minard's masterpiece, "Dalara," became all the rage of the Port-a-Lucine art world,
and he is making quite a name for himself as an "artist." He has since traveled
back to Demise with a sturdier boat and plundered some more works to sell and
exhibit. But now, he's started to receive requests. The idea occurs to him that he
can fulfill those requests... provided he can lure the proper subjects to Demise for
a "visit with his muse." Althea, for her part, is outraged that parts of her collection
are missing, and if the thief is ever caught, he is sure to share the fate of his
"works." Alternatively, if he ever stumbles on the statues in the jungle, he might
inadvertently bring home an epidemic of the petrification virus.

one has been wandering the maze for featureless stone. The stone has an
hours. If one were to walk even a few insulating effect, and the torches shed no
moments before turning around, it would be heat, so the temperature is quite a bit
nearly impossible to discern the true cooler inside the maze than out, but the
passages from the illusory ones. Luckily the moisture that is humid outside is dank
gem revealed the trick, and I could see the within.
exit clearly with its help. The maze is lit by I had come prepared with several
everburning torches at forty foot wands of arcane mark to leave myself an
increments, and the walls are otherwise invisible trail back to the entrance, and I set

151
to making marks as I walked, each spaced emerged from the room, the mark I'd left
within easy view of the previous one. Other beside the entrance was gone. I could see
than the torches, the halls are mostly none of my marks in any direction, and
featureless, and as Wehner had recorded, worse, the layout of the corridors was not
the stone walls are impervious to as I remembered. The gem showed that
scratching, so the mystic marks would prove this was no illusion. Either I had carelessly
invaluable. Scattered throughout the fallen prey to a subtle illusion on the way
labyrinth are the expected statues, each into this chamber, or the maze had truly
with its face twisted in horror. The illusions changed around me. Stifling the urge to
are indeed intertwined ingeniously with the panic, I set out again, continuing my
maze itself. I studied them at length, with markings and attempting to head towards
and without the gem. Passages seem to where I thought the exit must be.
twist back around on themselves without There was no direct path back, and in
the sense of turning. Some halls appear to the course of my wanderings, I reached
go on forever, while others shift and bend what appeared to be the center of the
maddeningly before one's eyes. The force of maze: a circular chamber, open to the sky.
gravity seems to wrench sideways or upside Apparently, the roof in this area is a one-
down in places, and some chambers have way illusion. From above, I had seen no
shapes which simply cannot exist. holes, but from below, one can see clearly
While the structure is only one story out the opening. It's possible that there are
high outside, stairs, ramps, and pits do other such open areas elsewhere in the
descend below. I confined myself to the maze, but I decided that a later excursion to
ground floor for the time being, with the view the building from above with the gem
intent to explore downward later. But was not worth the effort. Of course, I was
without my magical assistance, I might elated to find an exit to the maze in the
have been lured deeper without even form of this skylight, but with that need
noticing. In one large room, the stairs met, I first examined my surroundings.
seemed to run in three different directions. Within this chamber was a meticulously
Above, I could see an image of myself kept garden, with fountains, pools, couches
dangling upside-down from a entirely and pillows. It seemed that someone might
different staircase than the one on which I live here comfortably, and yet, the area
stood. In another room, the stairs that ran held a large concentration of the ghastly
downward before me turned around in a statues I'd seen elsewhere in the maze. My
square and somehow, impossibly, hopes soared that I might perhaps meet the
connected to the ones that ran upward isle's ruler in person, here in what must be
behind me. Brother Zoltan, I owe my life to her home. I had many questions about the
your generous loan of that steadfast illusions I'd seen, and I hoped that if Van
revealer of truth. Rijn were here, he might have had some
A few larger chambers dot the maze, contact with her.
with purposes I could hardly guess. No I turned to see that I would have my
doubt the lady has her reasons for keeping chance. From the shadows at the far end of
them as they are, but to me the contents the gardens she came, a thing of
were bewildering. It was while inspecting nightmares. She had a woman's form from
one of these, an array of pebbles laid out in the neck downward, and a shapely one at
rows, that I became hopelessly lost. When I that. Contrary to my prior assumptions, I

152
concluded this was her true form, and no
illusion, because if any monster wished to
masquerade as a human woman, why No Exit
would it take on that hideous face? In place There are several gaps in the roof of
of hair were dozens of writhing, spitting the maze, but they are all covered with
serpents. The sunken eyes were coal-black a deviously nested enchantment. The
beads, and a forked tongue flicked from her top layer is an illusion of stone that
lipless mouth. Her skin was covered in matches the surrounding rooftop,
reptilian scales, rough textured and alien. facing upward. The lower layer is an
But my descriptions of the parts cannot do illusion directed downward, matching
justice to the horror of the whole. At last I the sky above precisely. If a cloud or
knew why her victims died with terrified flying creature were to pass over this
screams on their lips. The shadow mask "skylight," an exactly matching one
held, however, and I extended my hands in would be seen by those below, within
a gesture of peace, calling out greetings in the maze. Between the layers is a
several tongues. permanent dispelling screen (Spell
I approached slowly, and she warily, for Compendium), as cast by an 11th level
I fear she was taken aback by my immunity wizard. This combination effectively
to her gaze. She spat back in heavily makes the dispelling screen invisible to
accented Lamordian, "What trickery is this? anyone not passing through it, and
Show your face, creature! What manner of prevents magical egress from the
beast are you?" "I am merely a human," I maze. It might be possible to climb out
said, "A teacher by trade, but also a of the maze this way by standing on
student, of the arcane arts. I have many furniture or using a grapnel, but the
questions for you, if you can spare some maze might also respond by quickly
mome—” But it was too late; I had hit a sealing the opening with stone.
nerve, it seems. She screamed, "Warlock!
Conjurer! Betrayer!" and the like, as she before the creature came into view, and all
attacked me with a sword, as well as her thought ceased, as I turned to stone.
hissing and spitting snake appendages. It should come as no surprise that I
When it was clear that I would get no civil was rescued, since otherwise I would never
answers, I decided to make my escape. have been able to write the preceding
Casting a fly spell, I fled upward toward the account. I didn't know at the time how long
open sky ... a fatal mistake. As I crossed I'd been petrified, but when I returned to
the threshold of the illusory roof, I saw a the Pelican, Howe and I agreed on the date,
momentary flash of violet, and my so it could not have been more than a day,
momentum faltered. I felt the sickening and by the change in the position of the
feeling of a fly spell coming to an untimely sun, I estimate perhaps eight hours. When I
halt. My magic melted away like wax, and I lived again, the she-devil was gone. In her
drifted downward, tumbling end over end place was a muscular man in nothing but a
and crashing onto a potted plant and divan. loose skirt. Seeing his bald head and
I sprawled on my back, legs tangled in the distinctive markings, I took him for a
plant, with my head hanging inverted over Hazlani, and greeted him in Vaasi. But he
the edge of the couch. I had but a moment showed no comprehension, and instead
to realize that my shadow mask was gone spoke in halting Lamordian as he helped me

153
up into a more dignified position. "We must mate. This mate had done nothing other
leave," he said urgently, "Althea is making than love her, but she blamed him for their
her rounds, but she will soon return." He lack of a child living past infancy. A more
took me to another chamber, and we spoke complete account of what I believe is the
for quite some time. truth about Althea can be found in the
My rescuer said he was called the Attached Notes. Needless to say, I took the
Stealer through Stone, though I could not word of a fellow wizard, even a strange
determine if that was a name or a title, or one, over that of the fey. Moreover, the
perhaps even a species, for he claimed not Stealer through Stone seemed connected to
to be human at all. He said that both he Althea and the maze in a way I could not
and Althea lived in the maze, though she is pin down precisely.
not aware of him, and he is not trapped as At the conclusion of our little chat, he
she is. He had taken note of my showed me the meaning behind his name,
spellcasting, and seemed very interested in as he grasped my hand and led me out of
illusions in particular. I asked him if he was the maze by pulling me through seemingly
responsible for the illusions of the maze, solid stone! When we were safely back in
and he answered cryptically, "not yet." I'm the jungle, I bid him farewell, with a
not certain this fellow was entirely sane. He promise of future contact and knowledge
seemed awkward and unaccustomed to sharing. I do owe him a debt; I have no
conversation. A few times I noted that he doubt my Brothers would have come to
seemed to speak to himself in an unfamiliar rescue me eventually, if only to be sure my
language, and his words were followed by disappearance was not the work of Van
equally unfamiliar patterns of runes Rijn. But this strange chap did save me the
appearing inscribed on the stone wall, but it embarrassment of being found petrified in a
did not appear to be any form of most undignified pose, and allowed me to
spellcasting I could recognize... perhaps continue my work with minimal delay.
some sort of scrying through the stone. He Moreover, while I disliked his secrecy
was quite proficient with more traditional regarding his own connection to Althea, he
magic as well, and showcased some of his was an amiable fellow and a prodigious
talents, hoping, I believe, that I might share arcanist. I intend to honor my promise and
some of my own with him. find some way to keep in touch with him.
I had no desire to linger here long Perhaps one day he might come to the
enough to teach him any spells, but when mainland for collaboration, and may even
he offered to share the lady Althea's tale prove worthy of induction into the
with me, I relented and showed him a few Fraternity.
pages from my spellbook. Thankfully, he And so, with most of my curiosity
had some method of quickly copying them satisfied, I took my leave of Demise, as
onto the wall, so I was spared the usual described earlier, through the haunted cave
time it would have taken him to scribe of the late Captain Wehner. Though no sign
them. The tale is still a bit vague, but from of the traitor presented itself, perhaps my
what I gathered, Althea is not a unique first contact with the denizens of the island
creature, but one of many in a distant land, will prove of future use to us. Howe was
and she is entrapped in the maze for more than happy to leave sight of the
rebelling against the customs of her people, cursed Isle, and we sailed onward to our
by committing their ultimate sin: killing her next destination.

154
Environment Any Rocky
New Monsters Organization Solitary, Clutch (2-4)
Treasure none
Stone Spirit Advancement 8 HD (Medium); 9-15 HD
This ungainly boulder seems to have a (Large)
horrid face carved into it, complete with a
leering maw of jagged stone teeth. It rolls Immunities (Ex) The Stone Spirit is immune
rapidly, changing direction with no visible to electricity and non-magical fire. It
means of propulsion. The stone lashes out
channels electricity into the ground, and is
with a bone-crushing bite, though its
only slightly blackened by fire.
sculpted eyes seem mournful and almost
Alternate Form (Su) The Stone Spirit can
pitiable.
take the form of an ordinary rock as a
CR 7 standard action. It can manifest its face
CE Medium Undead and extend crude legs as a swift action. In
Init +3 Senses: darkvision 60ft Listen +8 inert form, the Stone Spirit gains a +10
Spot +8 racial bonus to Hide. A stone shape spell
DEFENCE can force the Stone Spirit into any shape
AC 21, touch 11, flatfooted 21 (-1 Dex, the caster desires, but the spirit can take
+10 Natural, +2 Deflection) either of its normal forms on the next
hp 59 (7d12+14) round.
DR 5/adamantium; Immunities electricity, Cold Vulnerability (Ex) Cold attacks form
non-magical fire; Resistance magical fire ice crystals that expand in the cracks of the
10; Vulnerable cold (double damage) Stone Spirit's stone form and inflict double
Fort +2 Ref +1 Will +3 normal damage.
OFFENCE Magic Vulnerability (Ex) If passwall is cast
upon a stone spirit, the creature must make
Speed 30
a Will saving throw (at the DC that the
Melee 2 bites +9/+3 (2d6+6)
spell would normally have if it allowed a
Special Actions Alternate Form
saving throw) or the stone it inhabits is
STATISTICS
destroyed. When this happens, the spirit
Str 22, Dex 8, Con –, Int 10, Wis 6, Cha
within the stone becomes a normal 1st
14
magnitude ghost. Stone spirits are slowed
Base Atk +3 Grp +3
by a transmute rock to mud spell for 1
Languages cannot speak; understands
round/caster level. (A transmute mud to
languages it knew in life
rock spell can heal the stone spirit to full hit
Feats Improved Initiative
points, if sufficient mud is nearby to fill in
Skills Spot +8, Listen +8, Hide +9,
its "wounds.") A stone to flesh spell strips
Tumble +9
the creature of its Natural Armor bonus to
SQ undead traits; immunity to electricity,
AC for 1 round/caster level.
non-magical fire, cold vulnerability, magic
vulnerability
The Stone Spirits (sometimes called
ECOLOGY Grave Stones) have only been seen in the

155
badlands of Demise. They are rocks, four disease. With these plagues—and the cures
feet or more in diameter, infused with the he had simultaneously developed—Phagius
spirits of creatures who have died by hoped to seize control of Invidia, giving its
petrification. Dwarves and Gnomes are populace the choice of obeying him or dying
especially prone to become Stone Spirits if in agony. But now, with the poison coursing
they succumb to petrification. Stone Spirits through his veins, Phagius knew he had but
hate the living and attack on sight. They lay moments to live. Cursing his children, he
inert, appearing as a normal rock, until the drank each of the infectious potions, then
living approach, and then attack fearlessly hurled their respective cures into the hearth
with their stalactite teeth. fire along with all of his research.
As the aged wizard collapsed onto his
Virus, Phagian bed, his body transformed. The
supernatural diseases mixed inside him,
The Land of Mists is home to many
further mingling with the malign power of
terrible diseases. Some of these, such as
his dying words.
the infamous crimson death of Darkon or
After the sounds of Phagius’s final
white fever of Valachan, have claimed
tantrum died out, his children crept up to
countless lives over time. But of all the
his room to witness the result of their
lethal plagues in Ravenloft, only the
betrayal. When one reached out and
hideous, quasi-living viruses of Phagius the
tentatively touched the body to ensure
Unclean are spoken of in the hushed tones
Phagius was dead, the corpse instantly
of those afraid that their subject will
collapsed into dust, filling the air with an
overhear—and respond.
infectious taint.
Phagius the Unclean was a wizard who
Horrified and choking, Phagius’s six
lived in Invidia under the rule of Bakholis.
children fled from his house, now bearing
Early in the seventh century, his wife bore
his dying gift to the world: Phagian viruses.
him six children before finally dying in
Each child became the carrier of a quasi-
childbirth. Choosing to focus on his arcane
living disease, involuntarily spreading the
research, Phagius paid little attention to his
evil legacy of Phagius the Unclean for the
brood, but he did demand from them total
rest of their days.
obedience, bordering on worship. Over the
years, Phagius grew elderly and embittered, Combat
turning more petty and tyrannical all the
Phagian viruses are magical, mindless,
while. Treating his children like slaves, he
microscopic, quasi-living aberrations, too
refused to allow them to marry or
small to be seen or battled directly. At their
apprentice themselves to any mages other
core, Phagian viruses are just supernatural
than himself. Finally, his desperate offspring
diseases and are largely treated as such.
concocted a lethal poison and slipped it into
However, unlike even the most virulent
his evening meal, hoping to finally be free
supernatural disease, a Phagian virus
of their sire. They succeeded in taking their
possesses an independent will to survive
father’s life, but not before he had his
and spread, and it uses that will to resist
revenge.
attempts at a cure. Like traps, slimes, and
Phagius had spent years secretly
molds, Phagian viruses have Challenge
developing a number of deadly potions,
Ratings, and characters should earn XP for
each one a highly infectious, supernatural
encountering them.

156
The Phagian viruses presented here use disease. The virus sets in by imposing
the following format: troubling but largely cosmetic symptoms.
Infection (Ex) The disease’s method Phase Two: Phase two begins when
of delivery. Phagian viruses are all spread the victim fails her second saving throw
by contact, though the means of contact against the disease. The symptoms grow
varies from one virus to the next. Unless more severe, often imposing penalties or
noted otherwise, contact diseases can also dealing ability score damage.
be inhaled or ingested. Phase Three: The effects typically
A Phagian virus exists in one of two turn fatal.
states: dormant or active. Viruses are The effects of each phase of each virus
infectious only in their dormant state. Once are detailed below. Typically, a virus
a virus infects a living creature, it switches develops from one phase to the next after
to its active state and manifests symptoms. the victim fails a certain number of daily
An active Phagian virus cannot survive Fortitude saves; see the individual entries
outside of a viable host, so ironically, a for details.
living victim currently infected with a Recovery: If a victim is cured before
Phagian virus cannot infect others. Each the virus kills her, she recovers at the rate
virus description below details how the detailed here. In general, a cured victim
disease can be encountered in its dormant, slowly recovers by reversing the effects of
infectious state. one failed save against the virus each day
Any creature immune to supernatural until she returns to normal.
diseases cannot be infected by Phagian CR 5: As with other hazards,
viruses or become a carrier. characters earn experience for overcoming
Like other diseases, each virus allows a Phagian virus (either by curing it or
Fortitude saving throws to prevent infection merely surviving infection).
when exposed, to prevent each instance of
repeated damage once infected, and to Carriers
recover from the disease. The saving throw The first time a living creature is
DC is based on the Constitution of the exposed to a given Phagian virus, if it
creature spreading the virus (in other succeeds on its initial Fortitude save to
words, the previous victim or carrier) at the resist infection, it must immediately make a
time of infection. Fortitude DC 10 + 1/2 second Fortitude save at the same DC. A
carrier’s HD + carrier’s Con modifier. subject that fails this second saving throw
Incubation Period: The time before becomes a carrier. Conversely, if this
damage begins. second saving throw succeeds, the subject
Damage (Su) The effects the virus does not and can never become a carrier of
imposes on its host after incubation and that kind of virus.
each day afterward. Phagian viruses have A carrier is infected with the virus, but
more complex symptoms than most the virus remains in its dormant state. This
diseases, with their effects organized into means that the carrier suffers none of the
three phases. virus’s symptoms, but the virus remains
Phase One: Phase one begins when virulent and can spread to others. Once a
the incubation period ends and the victim creature becomes a carrier, it cannot be
fails her first saving throw against the infected again by that type of virus
(effectively becoming immune to it) until

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the disease has been completely eliminated If cast on a dormant virus while it is
from its body (see Treatment, below). outside a host (see the infection examples
Creatures immune to disease (such as below), spells such as dispel magic, break
constructs and undead) cannot become enchantment, or purify food and drink
carriers, though in some cases they can instantly kill the virus within the spell’s area,
physically carry dormant viruses and spread without a saving throw.
them with their touch. See below for details. Heal, remove disease, and similar spells
and effects are effective against Phagian
Diagnosis viruses, but the virus is entitled to a
Diagnosis of a Phagian virus is usually Fortitude save to resist the cure. A virus’s
quite difficult. Regardless of their form or Fortitude save bonus is +2 per failed save
current state, Phagian viruses emit a weak the host has made to prevent the virus’s
necromantic aura. Detect magic and similar damage. For example, if a host infected
spells can detect this aura on infectious with a combustion virus has failed three
materials and infected creatures, even daily saving throws to resist combustion,
before symptoms begin to develop. (This then the virus uses a +6 bonus when it
may fool observers into believing that the makes its Fortitude save. If the virus fails its
virus’s bearers are actually magic items or saving throw, it is destroyed.
under the effects of a necromantic spell.)
Once symptoms begin to develop, a Combustion Virus
successful DC 15 Heal check can identify Led by her dark dreams she came to the
the virus (see Phagian Virus Lore, below). seaside and found the beached whale, its
The Vistani have incorporated Phagian immense and steaming bulk covered with
viruses into their cultural healing lore and lesions. With a terrible groan and a frightful
are reputed to possess several cures, whoosh the creature exploded into flames.
though they rarely share these with In its ashes she covered herself and set
giorgios. Those raised within Vistani tasques forth to raze from existence all ‘intelligent’
gain a +2 insight bonus on Heal checks to life.
identify these diseases. Vistani-blooded —“Le culte de la nature,”
characters have no special immunity to L'encyclopédie des croyanaces
Phagius’s creations, but they do gain a +2
racial bonus on Fortitude saves to resist A combustion virus causes the cells in
them. the body of its host to continually increase
their levels of activity until they grow wildly
Treatment out of control. Unless cured, the victim
Mundane forms of treatment are of begins to literally smolder and, ultimately,
little help against Phagian viruses. Although dies an agonizing death as she burns from
successful Heal checks can help an infected the inside out.
creature resist the virus’s effects, a Phagian Infection (Ex) Contact or inhaled.
virus—like many supernatural diseases— When an infected victim spontaneously
continues until it kills its victim or is cured, combusts, all that remains is a pile of highly
no matter how many successful Fortitude virulent gray ash. Any contact with this ash
saving throws the victim makes to fight it risks exposure to the virus. This ash is easily
off. Magic is the only effective means of scattered by the wind, risking not just
countering a Phagian virus. physical contact but accidental inhalation as

158
well. Evil spellcasters have been known to fire (assuming she doesn’t normally have
sprinkle this ash on their undead minions, that quality).
making even lowly skeletons deadly to the
touch. Crystal Virus
Incubation Period: 24 hours. “Trust me my good doctor, music is what
Combustion (Su) A combustion virus these patients need. And you say that they
slowly builds the internal temperatures of are crystalizing? The ever-righteous Lord
the host’s body until the victim literally Esben turning to glass? Tend to your other
bursts into flame. wards. Setting bodies arringing, striking the
Phase One: The victim develops a right note, liberating shackled spirits, ‘tis
high fever and sore skin. This imposes no bard's work.”
penalties, however. —Baron Evensong, “The Shattering,”
Phase Two: When the victim fails her Murders by Music
first saving throw to resist the disease, she A crystal virus spreads more slowly
suffers 1d3 points of Constitution damage than other Phagian viruses, but its effects
and her skin develops painful, bloody are just as monstrous. Victims of this
lesions. The victim is continuously, disease slowly crystallize, suffering through
uncomfortably hot, but she gains resistance a slow death as their lungs lose the ability
to cold 2 as an extraordinary special quality. to take in air and their blood hardens in
If the victim already has resistance to cold, their veins.
it stacks with the virus’s effects. Each Infection (Ex) Contact or ingested.
additional failed saving throw deals another The crystalline remains of a slain host are
1d3 points of Constitution damage and highly virulent. Curiously, the crystals are
increases the victim’s resistance to cold by a safe to handle so long as they remain
cumulative +1. When the victim’s completely dry. However, exposure to even
Consitution drops to half or less of its the smallest drop of water—including
normal score, the victim becomes painfully sweat—dissolves the crystals into a highly
hot to the touch and gains vulnerability to infectious fluid. (If drenched and then
fire. allowed to dry, a crystallized victim is
Phase two continues until the victim’s reduced to a sandy heap.) Assassins have
Consitution reaches 0. been known to slip this water-soluble
Phase Three: When the victim’s powder into their victims' drinks.
Constitution reaches 0, she spontaneously Incubation Period: 48 hours.
combusts, dealing 3d6 points of fire damage Crystalization (Su) A crystal virus
to everything within a 10-foot-radius burst slowly worms its way through its host’s
and igniting any combustable materials. A body, forming complex crystalline threads
Reflex DC 15 is allowed for half damage. that gradually bind the body’s cells
The victim is automatically killed and together.
reduced to fine ash. Phase One: The victim suffers from
Recovery: If cured before combusting, aching joints, fever, and patches of numb or
the victim regains 1 point of Constitution tingling skin. None of these ailments inflict
and loses 2 points of cold resistance per day actual penalties, however.
until all scores return to normal. When her Phase Two: When the victim fails her
Constitution is again at least half of its first saving throw against the disease, her
normal total, she loses her vulnerability to soft tissues begin to crystallize, resulting in

159
sharp pains whenever she moves. For each to save him. That, however, proved to be
failed saving throw, the victim suffers 1d4 beyond our power.”
points of Dexterity damage. However, as —Juno Luteum, Darkonian adventurer
her eyes crystallize into intricate lenses,
each failed saving throw also grants a +1 A petrification virus slowly calcifies its
competence bonus on Search checks and victims into a hard, stonelike material.
Spot checks. Starting when the victim’s Disturbingly, survivors of this disease have
Dexterity drops to below half of its normal claimed that they remained conscious for
total (round down), her eyes function as months after their bodies had completely
lenses of detection and she gains petrified.
vulnerability to sonic energy. Casting stone to flesh on a victim
Phase two continues until the victim’s infected with a petrification virus removes
Dexterity reaches 0. all of the virus’s effects (returning the
Phase Three: When the victim’s victim’s Dexterity, natural armor, and
Dexterity reaches 0, her body completely weight to normal), but this is a temporary
crystallizes, killing her. Within hours of the remedy, not a cure.
victim’s death, the resulting crystalline Infection (Ex) Contact or inhaled. The
structure crumbles into fine red, highly statue created from a dead victim’s body is
virulent sand. composed of incredibly virulent stone, which
Recovery: After being cured, the remains infectious even if ground into dust
victim regains 1 point of Dexterity per day (which is equally infectious if touched or
until it returns to normal. When her inhaled). At least one madman is known to
Dexterity is again at least half of its normal have used this infectious stone to create a
total, her eyes cease acting as lenses of deadly sculpture garden of his enemies.
detection and she loses her vulnerability to Incubation Period: 1d6 minutes.
sonic energy (assuming she does not Petrification (Su) A petrification virus
normally have this quality). The competence slowly spreads through its host’s body,
bonus to Search checks and Spot checks is turning all the tissues it contacts into stone.
reduced by 1 point per day until it fades Phase One: The virus first makes its
completely. presence known at the very point of
infection. Within minutes of infection,
Petrification Virus whatever spot of skin touched the dormant
“Where the Nightmare Lands had once viruses becomes noticeably stiff. Within half
stood we found a roiling wall of mist and an hour, that spot (usually about the size of
something hardly less strange, a forlorn a coin) completely hardens and discolors
statue of a man dressed in rotting cloth. into a veiny gray similar to marble.
The figure was lifelike in its every detail and Phase Two: When the victim fails her
was akin in appearance to the tattooed men first saving throw to resist the disease, the
said to wander that accursed realm. Our hardened tissue begins to spread across her
amazement only grew when a raven tore body. For each failed saving throw, the
itself free from the stone and spoke. It said victim suffers 1d3 points of Dexterity
that disease had petrified its companion. It damage, but her natural armor bonus
insisted that he still lived, offering disturbing improves by +1. (If a victim has no natural
evidence to that effect. And it beseeched us armor bonus, consider it to be +0.) In
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causes her weight to increase by +10% for The phobia virus is the only one of
each failed saving throw. Phagius’ creations that is not necessarily
Phase two continues until the victim lethal to its host. This disease attacks its
reaches 0 Dexterity. host’s mind, causing the victim to develop
Phase Three: When the victim crippling fears. Although the virus cannot
reaches 0 Dexterity, she turns to virulent kill by itself, the insane fear it breeds in its
stone as if the subject of a flesh to stone host may lead to desperate behaviors that
spell. Although completely petrified, she is are all too fatal.
still alive. She cannot take any actions, Spells such as remove fear and similar
sense her surroundings, or even feel pain, morale boosts can offer temporary relief
but she can still think. While so petrified, from this virus, but the symptoms return
the victim takes 1 point of Constitution drain the moment the relief ends.
per month (30 days). When the victim’s Infection (Ex) Contact. The corpse of
Consitution reaches 0, she dies. any creature that dies while infected with a
Recovery: If a victim is cured during phobia virus remains highly virulent.
phase two, then for every 24 hours that Incubation Period: 12 hours.
pass, she regains 1 point of Dexterity, her Phobic Psychosis (Su) A phobic virus
natural armor bonus drops by 1 point, and rewrites its host’s mind, eventually driving
her weight lowers by 10% until all scores the victim mad with fear.
return to normal. Phase One The victim develops a
If a victim is cured during phase three, slight fever and feels generally nervous, but
then she regains 1 point of Constitution otherwise suffers no ill effect.
each day until it returns to normal. Once Phase Two The first time a victim
her Constittion is restored, she reenters goes to sleep after failing her first saving
phase two and recovers as detailed above. throw against this disease, she suffers
The character can move and take actions vague yet unsettling nightmares. These
again as soon as she has at least 1 point of fearful dreams interfere with her rest, so
Dexterity. she cannot heal naturally and she suffers a
Casting stone to flesh on a cured victim –1 penalty to Strength and Dexterity. After
rids her body of the virus’s lingering effects, two failed saving throws, the nightmares’
instantly returning her to normal. intensity increases and the victim is
fatigued. After three failed saving throws,
Phobia Virus the character can barely close her eyes and
Something is very wrong in her dreaming. It is exhausted. (These fatigue penalties do
is not a presence, not a consciousness, not not stack.)
so much as a pale morph. It is an Phase two continues until the victim is
imperceptible weight, a silent gnawing, exhausted by her nightmares and fails a
nothing so articulate as the hunger of a subsequent saving throw against the virus.
wolf; rather an unconscious—better Phase Three When the victim fails her
perhaps, a proto-conscious—lust and fourth saving throw, her nightmares
menace. And what is more, I am beginning coalesce into a crippling phobia. She no
to know it well, for it now plagues my longer suffers from nightmares, so she can
dreams. again gain the benefits of rest. However,
—Note of Doctor Gregorian Illhousen she now develops a crippling phobia of
some common aspect of her surroundings—

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something she typically encounters every infection inevitably continues until even the
day. Whenever the victim encounters the strongest mind can no longer withstand the
subject of her phobia, she must make a psionic pressure building within it.
Fear save. The DC is 10 +1 per failed saving Infection (Ex) Contact or mental
throw made to resist the virus –1 per contact. A psionic virus can spread through
successful saving throw made to resist the either of two methods. First, the corpse of
virus. There is no effective maximum to this any creature infected with the virus remains
DC. highly virulent. Any creature that touches
Recovery After being cured, the the corpse is exposed to the virus.
phobia’s Fear save DC is reduced by 1 each Secondly, any creature that makes mental
day. When the DC reaches 0, the phobia contact with an infected victim (such as
fades away entirely. Any lingering fear, with a detect thoughts spell, an empathic
horror, or madness effects caused by failed link, dream contact, or similar spells,
Fear saves exist independent of the virus effects, or psionic powers) is likewise
and must be cured by the standard means. exposed. For the purpose of exposure, it
does not matter whether the infected host
Psionic Virus is being contacted or is making contact.
“Swiftsinger afforded us a most dangerous Incubation Period: 24 hours.
means of improving our chances against his Psionic Overload (Su) A psionic virus
erstwhile master. There was a sickness of continually fills its host with psionic energy
fell Invidian creation that would open to us until, like a bladder filled with too much
unimagined potentialities of the mind. And water, the host’s mind finally bursts.
so behind our eyes an ever growing power Phase One: The victim begins to feel
was kindled. It came at the price of blinding strangely disoriented, which develops as a
headaches, which lengthened like the buzzing in her ears and a sense of light-
shadows of the dying day. We faced, thus headedness. These ailments are not severe
armed, and undid, by the skin of a worg’s enough to impose penalties, however.
fang, the mentalist lich, an old flourish of Phase Two: The victim slowly gains
mine being the difference. Arrangements psionic abilities. After the victim fails her
had been made for us to be cured, but the first saving throw against the disease, she
disease had a lover’s hold over me and I gains the power points and manifesting
had no wish to forsake the strength swelling ability of a 1st-level psion, including the
within my head. And so my mind exploded. ability to take psionic feats. If the victim
An experience, I assure you, not to be already has levels in psion, they stack with
repeated.” the effects of the disease. For example,
—Harkon Lukas, in pleasant after failing one saving throw against the
conversation before dinner effects of a psionic virus, a 4th-level psion
would have the manifesting ability of a 5th-
A psionic virus continually restructures level psion. Each subsequent failed saving
the synapses of its host’s brain, opening throw against the disease increases the
new pathways in the victim’s mind. In the victim’s equivalent manifesting ability by
short term, a psionic virus can be one level.
empowering, since it causes the victim to However, whenever the victim fails a
develop psionic gifts, even if she never saving throw to resist the disease, she also
possessed them before. However, the is also struck by a crippling headache that

162
lasts for a number of hours equal to the
Shadow Virus
total number of failed saves. The victim is
nauseated while the headache is in effect. I could not bring myself to share Drakov’s
When the headache ends, the victim must enthusiasm. Darkon, even if the Rex was
make a Madness save with a DC of 10 + gone, was not a fruit ripe for the picking. As
number of effective psion levels. ever, the conflict began well enough but
For example, when a victim fails her soon took the grimmest of turns. The sun
third Fortitude saving throw against a that we fought under was blotted out as a
psionic virus, she gains (in total) the power storm gathered at the enemy’s back. And at
points and manifesting ability of a third- its head, reaching far into the sky, floating
level psion. She also suffers from a towards us upon the wind, was a shadowy
nauseating headache that lasts three hours, horror the likes of which none of us had
and must make a DC 13 Madness save at ever seen… or even imagined in our most
the headache’s conclusion. twisted dreams. I learned subsequently
Phase two continues until failed from a Lamordian doctor that it was, or at
Madness saves drive any of the victim’s least had the shape of, a sea monster,
mental ability scores to 0. Regardless of supposedly of sailors’ invention, whispered
how long the disease progresses, this virus to be able to drag whole ships down to their
can grant only a total number of 20 levels doom. He named it a kraken. Our ranks did
of psion, including those that the victim may not break before it, though it might have
already possess. been better that they had. The thing bore
Phase Three: When any mental ability down upon me. Its presence drove my
score reaches 0 due to the effects of a charger mad. Then it struck with one of its
failed Madness save, the victim’s brain immense, intangible tentacles. The chill of
explodes, instantly killing the creature. If death pierced my heart and my armour was
the victim has multiple heads, they all as chains hung about a drowning man. I
explode. crashed to the ground, unable to lift myself,
When a victim’s head explodes, it even as the terrible spectacle unfolded
sprays virulent blood and brain matter in a above me. My lieutenants were similarly laid
10-foot-radius burst. All creatures within low. The storm was then upon us, mercifully
this area must make a DC 15 Reflex save or banishing the abomination from sight, but
be exposed to the dormant virus. the rain nearly drowning me and the winds
Recovery: After being cured, a victim sweeping away my army. A lieutenant,
loses 1 level of psion every 24 hours until all himself badly weakened, found me and
virus-granted psion levels are lost. She dragged me away. But he now lies dead
continues to suffer a headache each day, beside me, by his own hand, and I will
but each subsequent headache lasts 1 likewise join him. For although our strength
fewer hour until they stop completely. returned, we soon realised that our
These headaches still cause nausea, but shadows were dissolving. And this was
they no longer provoke Madness saves. followed implacably by our very flesh.
Madness effects gained from failed Madness —From the last will and testament of
saves exist independent of the virus and General Demietri Kreig
must be cured by the standard means.
Perhaps the strangest of all of Phagius’
diseases, this virus exists partly in the

163
Tenebral Curtain. The infection begins by subsequent failed saving throw carries the
destroying the host’s shadow, then converts same effects. When the victim’s Strength
the host’s body into yet more shadowstuff. reaches 0, the victim dies and becomes a
If the virus is left unchecked, the victim virulent, undead shadow. This shadow has
becomes an undead shadow herself. none of the memories or abilities of the
Creatures that cannot cast a shadow original creature.
(such as vampires and entities native to the Recovery: After being cured, a victim
Plane of Shadow) are immune to this virus. regains 10% of her body weight and 1 point
Infection (Ex) Incorporeal contact. of Strength every 24 hours until she returns
Undead shadows created by this virus are to normal.
highly virulent. Whenever the shadow
touches a living creature (such as when Phagian Virus Lore
using its incorporeal touch attack), that Characters with ranks in Knowledge
creature is also exposed to the virus. (arcana) or Heal can learn more about
Fortunately, like other incorporeal undead, Phagian viruses; if using the Heal skill, add
an infectious shadow that is destroyed +5 to the DC. When a character makes a
leaves nothing behind, eliminating the successful skill check, the following lore is
threat of the virus it carried. revealed, including the information from
Incubation Period: 24 hours. lower DCs.
Umbral Rot (Su) A shadow virus DC 15: This strange ailment is the
dissolves the delicate planar balance result of a Phagian virus: a supernatural
inherent to all creatures capable of casting a disease that possesses a will of its own.
shadow. The umbral rot first destroys its Without magical assistance, the victim will
host’s shadow, then converts the host’s eventually succumb.
tissue into shadowstuff in an attempt to DC 20: Phagian virus infection
compensate. generally passes through three phases. The
Phase One: The victim feels a slight first manifests disturbing, but not
tingling in her scalp, and develops a slight particularly harmful symptoms. The second
fever. These symptoms are far too mild to phase manifests painful and damaging
cause any real problems, however. effects, sometimes with bizarre or even
Phase Two: After a victim fails her supernatural side effects. The third and final
first Fortitude save to resist the disease, her phase is invariably fatal. This result reveals
shadow seems to fray around the edges. the basic symptoms of each phase.
After two failed saving throws, the victim’s DC 25: This result reveals the means
shadow appears distinctly faded and by which the virus spreads and the specific
tattered. After three failed saving throws, recovery methods.
the victim’s shadow fades away entirely. DC 30: The Vistani have incorporated
Phase Three: When a victim fails four cures for Phagian viruses into their healing
saving throws to resist this virus (in other lore, and may be able to provide infected
words, one failure after her shadow victims with improved odds of a full
disappears), she suffers 1d4 points of recovery.
Strength damage. In addition, her body
coloration noticeably darkens, and although
she does not visibly seem to grow thinner,
her body weight drops by 10%. Each

164
Poison (Ex) Injury, Fortitude DC 16, initial
Who's Doomed damage 1d6 Str, secondary damage 2d6
Str. The save DC is Constitution-based, and
Althea includes a +2 profane bonus granted by
(Darklord of Demise) the Dark Powers.
Medusa CR7 Siren Song (Su) Sonic, Mind-affecting
LE Medium Monstrous Humanoid compulsion to enter the maze, audible
Init +2; Senses darkvision 60 ft, Spot +8 throughout the domain, Will DC 17
DEFENCE negates. The save DC is Charisma-based,
AC 15, touch 12, flat-footed 13 and includes a +2 profane bonus granted
hp 39 (6d8+12) by the Dark Powers.
Fort +6, Ref +10, Will +9 Venom Spit (Ex) 10' Range, poison. On a
OFFENSE critical hit, the target is permanently
Speed 30 ft. (6 squares) blinded. A successful Fortitude save against
Melee Masterwork Short Sword +9/+4 the poison reduces this to dazzled for 1d4
(1d6/19-20) and snakes +3 (1d4 plus rounds.
poison) Background
Ranged Shortbow +8/+3 (1d6/×3 plus Althea was born in a world where truly
poison) or Venom spit 10' +8 (poison, inhuman monsters are much more common
blindness on critical) than in the Lands of the Mists. While she is
SA Petrifying gaze, poison, siren song likely the only one of her kind in this world,
Str 10, Dex 15, Con 12, Int 12, Wis 13, medusae like Althea are common enough in
Cha 15 her home world that they have formed their
Base Atk +6; Grp +6 own loose society, with a culture and
Feats Weapon Finesse, Point Blank Shot, morality distinct from those of humanoids.
Precise shot It is for breaking the deepest taboos of her
Skills Bluff +9, Diplomacy +4, Disguise own culture that Althea finds herself as the
darklord of the Isle of Demise.
+9 (+11 acting), Intimidate +4, Move
Medusa culture on Althea's world
Silently +13, Spot +8
revolves around the unique reproductive
Languages Lamordian w/accent, Unknown
cycle of the species. Medusae who manage
language of her homeworld
not to turn their prospective mates to stone
Possessions Fang (Masterwork Short
produce medusa eggs by mating with
Sword), cloak of resistance +3, efficient human males. However, upon mating with a
quiver, boots of elvenkind maedar, the extremely rare male form of
the medusa species, a medusa usually
Petrifying Gaze (Su) Turn to stone births a human infant, who sadly petrifies at
permanently, 30 feet, Fortitude DC 17 the first sight of its monstrous mother. Only
negates. The save DC is Charisma-based, in a tiny percentage of cases does a
and includes a +2 profane bonus granted maedar/medusa pairing produce a living
by the Dark Powers. child: a baby maedar. Despite this
seemingly tragic scenario, maedar are
revered in medusoid society, and a maedar

165
mate is the aspiration of every young returned, for Stelios was seemingly as
medusa. Once bonded, the two will be unlike other maedar as Althea was unlike
fiercely loyal and monogamous, and since other medusae. While most maedar honed
humans are regarded as little more than their bodies into weapons, Stelios had
breeding stock (and sometimes merely honed his mind, in the study of magic,
meat), the tiny chance at the honor of specifically illusion. Althea began to see
bearing a maedar son far outweighs the something of a kindred spirit in this rare
minor disappointment of the many human intellectual maedar, an iconoclast like
births (and deaths) that precede it. At least, herself. Whether she had finally succumbed
for most medusae... to the mysterious maedar allure that held
Althea was different from the rest of sway over her species, or whether the two
her clan. From her youth, she'd constantly truly fell in love, one thing is certain: for a
questioned her society's obsession with time, the two were happy... until their first
maedar. When she voiced her concerns, she child was born human.
was rebuffed by the clan elders. She Althea had been looking forward to
protested that the medusae didn't need the becoming a mother her whole life, and
maedar, that the maedar simply used while knowing the odds, she'd convinced
medusae to perpetuate their own species herself that they'd have a maedar son
exactly as medusae used humans to immediately, and the truth was devastating.
perpetuate theirs. But she was told she She wailed in grief, cradling her petrified
would understand when she was older, that child, while Stelios comforted her. She
a maedar mate was the greatest blessing a begged him to use his stone to flesh power
medusa could hope to achieve. The maedar to revive the boy, but he refused. To do so
touted that their mates never went hungry, would be a mockery of the medusoid way of
that they smashed their medusa's petrified life, he claimed, but they would try again,
victims and transmuted them into flesh. But and again, he promised her, for as long as it
Althea, like many of her sistren, was an took to have a living son. And so they did,
accomplished archer, and adept at fighting though each human infant that emerged
with her venomous snake hair, even while from her eggs broke Althea's heart, driving
veiled, so she had never lacked for her further and further into madness. Unlike
unpetrified food. She took comfort in the his mate, Stelios felt no grief, only minor
fact that with so few maedar to go around, disappointment, at their deaths. After all,
her chances of ever having to wed one they were only human. Despite his love of
would be slim, but the arrangement still illusions, he was at heart a realist, and
seemed unfair to her. expected a long path toward a true son ̶ a
Her comfort was short-lived, however, maedar son. These by-products were just
for when she came of age, a maedar named part of the process.
Stelios took a liking to her and petitioned But Althea became increasingly
for her hand. Despite her misgivings, she distraught, as he continued to rebuff her
bowed to cultural pressure and pair-bonded pleas to revive the petrified "stillbirths." She
with him. Refusing a maedar's request was had never had any love of humans before
simply inconceivable among medusae. either, but she began to resent Stelios for
While her sisters looked on with jealousy, his callous dismissal of their own flesh and
her heart held only dread, but as she grew blood. At last, she could bear it no longer,
to know her new mate, a glimmer of hope and before her next egg hatched, she

166
began to veil herself constantly. When a her there. He humored her for a time,
human baby emerged once again, she showing the girl no affection, but making no
made every effort not to reveal her face to demands for Althea to cease her
her. There was no reason she couldn't keep foolishness. For a few months, she was
this one and raise her indefinitely, so long happy again, but fate would not allow such
as she remained covered, and so long as circumvention, and when the child's playful
they stayed secluded from the rest of the flailing unexpectedly ripped her mother's
clan. She stole away from her homeland veil from her monstrous visage, once again,
and settled in the lava tubes beneath a Althea was childless.
dormant volcano. Overlooking the slight of Stelios hoped that the futility of her
her leaving without telling him, Stelios efforts would become clear, and that they
tracked Althea to her new home and joined could rejoin their clan. But Althea was

Dread Possibility: Omega


The party who attacked Althea included a cleric who was able to heal the child and
restore his sight, though he was forever marked with a horizontal scar across his
face, resembling a blindfold. The aging cleric, who had already raised three children
of her own to adulthood, took pity on the baby and adopted him, naming him
Omega, as she was certain this son would be her last. Living among an adopted
"family" of adventurers, Omega aspired to the life of a hero, and particularly the
study of magic. Having heard from a young age how he'd been saved from
marauding monsters as a babe, he was drawn to the school of abjuration. He is
known to have created several unique protective spells.

Aside from his facial scar, Omega (Male Human Sor1/Abj13) has one other
distinguishing feature: he lacks a navel, due to his birth from an egg rather than a
womb. No cleric or sage has ever been able to explain this oddity, since Omega is
the first human born of a medusa to survive to adulthood, and he has spent much of
his life searching for his origins. His supernatural heritage has also left the mark of
sorcery in his blood. While most of his magical talents were developed through
study, he has always had the innate sorcerous ability to cast color spray and cause
fear without the aid a spellbook. These powers manifest as emanations from his
constantly bloodshot eyes.

After a lifetime of searching for his true parents, a gypsy fortune teller told him that
the answer could be found in the place where he was saved by his adopted mother
and her friends. Seeking the volcano of which she had told him, he found only a
mist-filled crater. When he stepped down into the crater, he emerged from the Mists
on Demise. While his fate remains unknown, his spellbooks were either lost or stolen
and found their way to the mainland, and are now in the possession of the Valachani
gnome, Perseyus Lathenna, who presumes their owner to be long dead.

167
devastated at the loss, and outraged at her awoke in excruciating pain, unable to speak
mate, who could have revived the child with the words of any of his spells, or to talk her
a simple touch, if he could just find the out of her rage, or even to beg for his life.
courage to defy their clan's pointless rules. As she nocked another arrow and aimed it
Althea's madness grew, and with her next between his eyes, all he had time to do was
human son, she took even more drastic reach his fingers past the edge of their
measures. She once again veiled herself sleeping mat, touch the rocky floor of their
tightly as the egg hatched, and made sure cave, and transfer his life essence into the
that her claws and not her face were the earth. When Althea fired her second arrow,
boy's first (and only) sight of his mother, as the Mists rose around the volcano and drew
she blinded him. But the child's screams it into the Sea of Sorrows as the Isle of
caught the attention of a passing group of Demise.
heavily armed adventurers. They stormed Down through the stone Stelios drifted
the cave and, in an attempt to save the until his soul was drawn to a large amethyst
child, whom they assumed had been embedded beneath the mountain. Drawn
abducted by monsters, the adventurers into the crystal, he lived on as a creature
attacked Althea and Stelios. Unarmed, and known as a glyptar. Exerting his control
unable to get her over-secured veil off over the stone of the mountain, he
quickly, Althea was nearly helpless, and fashioned a labyrinth out of smooth, white
Stelios quickly took her by the arm, and rock and pulled their cave, along with
stepped through the stone cave wall with Althea and all their belongings, up from
her to escape, abandoning the child to his beneath the ground, letting it burst into the
rescuers. center of the maze like a bubble rising from
Althea was enraged that Stelios would the sea. As the walls rose up from the
leave their child behind, and her old hatred earth, he infused them with his illusions as
of all maedar returned in full force. Even well, creating a labyrinth full of seemingly
when her latest grief had dulled, the rage impossible structures.
and hatred remained. Rather than return to For her part, Althea saw the maze as a
Stelios's bed, in defiance of ancient medusa test, set forth by the medusoid deity,
tradition, she attempted to cuckold her Skoraeus the living rock, and the gods of
maedar mate, veiling herself and seducing a fate. Never understanding that Stelios lived
human man. It took all her willpower to on and that her mate had entrapped her,
throw off a lifetime of ingrained cultural she attempted to escape for a time, but
belief, but tradition be damned, she would eventually felt the urge to make herself at
have a living medusa daughter as her home. Little did either of them know that at
sisters had. But Stelios had suspected she the time she killed Stelios, Althea held
might try this, and the "human" she found within her the living child she’d always
was actually Stelios in an illusory disguise. desired: a maedar egg. Their final tryst on
He revealed himself to her, and with gentle the night she'd killed him had been a
words soothed her anger, convincing her to productive one. Her nesting instinct was
try once more for a proper maedar son. Or emerging, and she restored the site of their
so he thought, since she had only feigned former cave into a garden at the center of
acceptance of his truce, and that very night, the maze, where she laid their final egg.
as he slept, she aimed an arrow at his When the baby hatched, she was ready to
throat from inches away, and fired. He blind him, should he be human. But seeing

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a maedar infant, she stayed her hand, and reliving the deaths of her children, to the
laughed at the irony of fate. She named the lament of her persecution at the hands of
child Leftheris, and waited for the maternal the maedar and medusae of her homeland,
love she'd longed for to blossom. and above all, the intense urge to mate and
She soon realized that something was bear a living child. At times the mating urge
amiss, and rather than love, she felt only drifts into thoughts of Stelios: the feel of his
resentment for Leftheris and all he hands, the coolness of his skin, and for a
represented. His resemblance to his father few moments, she recalls the love she once
was great, and looking upon him, she felt, but these thoughts inevitably turn to
remembered bitterly Stelios's callousness. anger at his betrayal of her. These
Try as she might, Althea was unable to love obsessions are so strong that she will do
the maedar infant; he was the very thing nearly anything to drown them out, and she
her other offspring had suffered for not tries to occupy herself with meaningless
being, and she could not forgive Leftheris tasks, such as inspecting and sharpening
for that, as if he'd personally cheated her of her weapons, arranging and cleaning the
her previous children's love just by existing. furnishings of her garden, or futilely
He was her child, as she'd always wanted, counting the number of paces down each
but he was also a maedar, the object of her corridor of her constantly changing lair.
hatred. The answer was simple. He would Unable to leave the maze, she has
not be the first of her children to die for made it her home, attempting escape only
what he was. rarely. Despite Stelios's illusions and
As she'd done with Stelios, she took up constant reconfiguration of the labyrinth,
her bow, aimed and fired at Leftheris. But Althea has learned to navigate the winding
Stelios's spirit now infused the labyrinth, corridors with relative ease. A boon from
and he had been watching, waiting to see if the Dark Powers, this ability allows her to
Leftheris would inspire Althea to repent. As track intruders in her abode, and to find her
the arrow took flight, the glyptar spirited his way to and from the garden at the center,
son away to safety, wrapping him in a as well as several other pockets of stability
cocoon of stone and sequestering him from within the maze that Stelios either can't or
his murderous mother elsewhere in the won't move or destroy. With a moment of
maze. And Stelios was not the only one purposeful concentration, she can see
watching. At this moment, the Dark Powers through any illusion that Stelios spins. But
bestowed their "gift" upon Althea, making when not actively trying to do so, she sees
her darklord of Demise. them as others do, and occasionally, when
distracted or careless, she finds herself
Current Sketch deceived by his tricks for some time before
Like her small speck of a domain, noticing. This power does not extend to
Althea has become a pitiful creature, finding a way out of the maze, nor can she
forever isolated and lonely. Her ordeals and use it to find Leftheris. And while she can
subsequent isolation have left her with the get nearly wherever she wants to go, she
mental scars of madness. Her mind races takes acute notice of the slightest change to
nearly constantly with intrusive thoughts. the ever-shifting paths, and each alteration
The subject matter shifts, from the to the maze provokes in her an intense
determination to pass whatever test the anxiety and fear of being forever lost,
gods of fate have placed upon her, to unable to find her few stable sanctuaries.

169
was an escaped eunuch from Al Kathos, and
therefore useless to her, she killed and
Dread Possibility - Balm of feasted on him. Most recently, she
Blood successfully mated with a shipwrecked
If Althea is ever killed, her blood would sailor out of Martira Bay, but the egg
take on a medicinal property. When cracked before it developed, and the
properly prepared and applied, an Darkonian tried to escape the maze,
ointment made of her blood can be stumbled into a pit, and fell to his death.
used to de-petrify her victims. Blood Over and over again, fate conspires to keep
taken from her while she still lives her childless, while giving her enough hope
does not have this power, and the to keep trying.
power is lost one week after her Combat
death. With a successful DC20 heal When Althea sings to her lost children,
check to create the ointment, it acts as her siren song ability projects the sound
a stone to flesh spell. (Under 4th throughout the domain. Living creatures
Edition rules, this is a property of all who hear the song and fall under the
freshly slain medusa blood, but under compulsion are drawn into the maze. Once
3rd Edition rules, it is unique to inside, the song can still be heard but has
Althea.) no further magical effect.
Her tactics vary, depending on her
Not wishing Althea to die before she current goals. While she suffers with
repents, Stelios uses his stone to flesh madness, she remains a crafty and
ability to provide food for her. Though she intelligent foe, aware (intensely, acutely
doesn't know the source of the food she aware) of her surroundings, situation, and
finds this way, she has an innate distrust of needs. She is in fact even aware of her own
it, and prefers to find her own food when madness; she knows when her behavior is
possible, but resorts to the mysterious meat irrational, and is able to suppress her
when hungry. She often eats fruit that falls compulsions long enough to fight
from trees overhanging the open areas of strategically. If she is hunting for food, she
the maze. And though wildlife on Demise is will snipe and run with her short bow, using
exceptionally rare, she has been known to arrows coated with her own venom. Once
veil herself and hunt any creatures (or the prey is weakened, she will use her
explorers) that wander into the maze, aside mastery of the maze to approach from
from prospective mates. behind and finish it off with her sword and
Though Althea is forever set on mating bite before it can turn and catch her gaze.
and having a child, the Dark Powers have Her short sword, Fang, is ornate and
cursed her never to be a mother again. She valuable, though non-magical, taken from
is not physically barren, but every time she some long-forgotten foe on her homeworld.
tries to reproduce, some seemingly random She will employ her petrifying gaze
twist of fate ruins her plan. Once, a bird when defending herself, or against
snatched the blindfold off her mate at the unsuitable mates. When encountering a
wrong moment. Another time, she found a potential mate, she will first kill his
blind man in the maze, who even seemed to companions by whatever means necessary.
enjoy her company, but when she found he Then, once she has isolated him, she may

170
veil herself to approach him, or if necessary, days, she will spend some time in this room,
have her snakes spit their poison in his cradling one of the children as she rocks
eyes, as she did with Johann Wehner. and sings to it, or simply wistfully watching
Any foe that escapes the maze has the statue "sleep" in the bassinet. (As she
effectively escaped Althea, since she cannot croons to the stone children, she unwittingly
leave the labyrinth, and has no ability to draws living creatures toward the maze with
close the borders of her domain. Her siren her siren song ability.) She is not delusional,
song might bring an escapee back into the and knows her children are dead, but she
maze, but she doesn’t know about the believes but she believes that wherever
magical effect of her song, and would only their souls have gone, somehow they know
sing to her children when the mood takes that she is caring for them as she couldn't
her, not deliberately to retrieve lost prey or in life. Though seeing her children in this
attract new ones. state does sadden her, she also feels
soothed by their presence, and while she
Lair: The Labyrinth cares for their stone corpses, her raging
Althea's Labyrinth is as much illusion as thoughts are quieted for a time. At a bare
maze. Stelios is in complete control of the minimum, she visits daily to dust the tiny
structure and the illusions within, and can statues and make sure they are properly
see and hear anything that happens inside. arranged, in birth order. If one were ever
The illusions create impossible seeming out of place, she would be intensely upset,
structures to trap the unwary and lead them and be compelled to correct the mistake
further into the Labyrinth. From the outside, immediately. As often as she can, she
the maze appears to be a one-story, solid leaves the petrified children with little gifts ̶
structure with one entrance, the runed flowers, colorful pebbles, seashells, tiny
archway. Stairs and ramps lead downward petrified animals or insects and the like.
to lower levels, but it is unknown how deep Searching the maze for presents they might
they go, or if there are any exits into the "enjoy" takes up much of her time each
cave network that honeycombs Demise. As day. When ol d gifts are replaced by new
described in the "No Exit" Sidebar on page ones, she stashes them away in other stable
16, some chambers of the maze, including pockets of the labyrinth, which she thinks of
the central one that is Althea's living as storerooms. In the storerooms,
quarters, have open ceilings, only visible thousands of wilted blossoms and stone
from below. Stelios constantly alters the trinkets are carefully arrayed on the floor
configuration of the maze by slowly shaping and shelves, sorted by type, size, and color.
the stone, but rapid changes are rare. Althea keeps the treasure of her victims in
The positions of some select chambers another stable chamber, which she calls her
never change, though the routes to and vault, though it is protected from theft only
from them shift continually. One of these by the difficulty in finding it.
sanctuaries of stability is Althea's "nursery,"
where the petrified remains of her human
children are displayed in neat rows on a
marble shelf. Althea has managed to
procure a rocking chair and a bassinet in a
bargain with the fey of Molten Hollow and
she leaves them in this room. On most

171
warrior or ranger. But he never saw himself
as a rebel as Althea did. Perhaps he had
Dread Possibility - The Stone different interests than most of his
Sisters brethren, but he still believed in their ways.
Among the unfortunate humans that Many other medusae had vied for his
Althea has left petrified and scattered affections, but once his heart had settled on
around her lair over the years, there Althea, it was set in stone. He admired her
are also a handful of medusa statues spirit, and assumed that her anti-social
in the dark corners of the labyrinth. ideas would become tempered with
These horrifying figures, with marriage. Having manipulated the fabric of
expressions of outrage, condemnation, reality itself, he was certain he could sculpt
and betrayal, appear where Althea a proper wife out of a fiery medusa. When
least expects to glare vindictively at her obsession over their human children
her. Visitors in the maze are often began, he was troubled, but remained
startled by these statues, silhouetted confident that with his guidance, their love
in the shadows, thinking momentarily would overcome these setbacks and that
that they've stumbled on Althea, then once she bore a maedar child, all would be
are relieved to discover that they well. Even when he picked up on the signs
remain flesh and blood, while the that she meant to break her vows and mate
medusa is only stone herself. These with a human, he was still certain that he
mysterious figures exist despite the could win her back with some honeyed
fact that medusae are typically words, so her final betrayal took him by
immune to the gaze of others of their complete surprise.
species. It remains unknown whether Provided he has enough warning of his
these are real medusae of Althea's own impending death, any maedar can
past that have been petrified in some transfer his life-force into nearby stone,
way as penance for their treatment of where it seeks out a crystal and resides
her, or images of the wished for there, becoming a glyptar. Stelios was lucky
medusa daughter she'd never birthed that Althea's first arrow didn't kill him
grown to adulthood, or simply the immediately, and his spirit was able to steal
product of Stelios or The Dark Powers through the stone one last time, coming to
taunting her. rest in a vibrant purple amethyst deep
within the foundation of their volcanic
home; he now lives on as a glyptar.
Typically, a glyptar remains dormant and
Stelios trapped until it is unearthed. Once set into
Male Glyptar Ill11 LE inorganic items such as weapons and
(Statistics for glyptars appear in Dragon statues, glyptars can exert control over that
Magazine#355. If this source is unavailable, item. However, due in part to the volcanic
use a Small Animated Object with DR activity within Demise, and in part to the
8/adamantium and the SLA of animate influence of the Dark Powers, Stelios found
objects at will instead. ) that he can use his control over stone more
In life, Stelios was a rare maedar easily than most glyptars. The unstable
illusionist, taking more joy in learning the magma within the island became his
secrets of magic than the tactics of a "body," and he had no need to be dug up to

172
animate the earth of the caldera. Viewing the labyrinth, and his stone body became
this as a power granted by Skoraeus to one of the many statues scattered within.
enact justice on Althea, he reached out his (Thus far, Althea has never stumbled upon
consciousness to build a maze, entrapping this graven image of Stelios. If she ever did,
his erstwhile mate. While he refused to she would likely react violently.)
stoop to her level and kill her, he would see As the earth with which he has merged
to it that Althea would never poison her has solidified, so too has his mind. While
clan's ways again, and hoped someday she the first symptom was his difficulty in
would see the profanity of her acts. controlling the stone, he has begun to lose
When Leftheris was born, Stelios grew control over his illusions as well. At times,
hopeful that the boy would be a catalyst for they will sputter out temporarily or flail
Althea's redemption and through the walls randomly in a madness-inducing display. A
of her prison, he watched carefully. When few of his illusions have even taken on a life
Althea proved this hope false and tried to of their own as Living Spells. Focusing most
murder the baby maedar, Stelios leapt into of his efforts on maintaining the maze, since
action and swept the boy to safety. In a the day he vacated the golem, he has only
pocket deep within the maze, Stelios communicated with his son by engraving
mustered all his power to form a humanoid messages on the labyrinth walls. If a great
body for himself out of stone. This golem need presented itself, he might be able to
was shaped in Stelios's living image, though focus long enough to cast any of his old
it could be easily mistaken for a muscular spells, speak again through sonic illusion, or
human male. In its right eye sat the even to return to his inert stone body, but
amethyst that housed his spirit. He used as yet, this has never happened. For now,
this form to raise and care for the child, Stelios exists only as the Maze, and the
while always keeping some part of the distinction is beginning to blur, even to
statue in contact with the floor or wall of himself. The details of his life are gradually
the maze, lest he lose control over it and slipping away, leaving only his twin desires
accidentally free Althea. Though glyptars to protect Leftheris and to punish Althea.
cannot talk, he was able to use his sonic If the cooling of the island continues,
illusions to simulate speaking, so that and the Dark Powers do not intervene,
Leftheris would learn to communicate. Stelios will one day become a normal
Since Demise was transported from glyptar, losing all influence on the maze and
Althea's world to the Demiplane of Dread, it any ability to affect the world above unless
has been deprived of its lava supply and the he is unearthed. Stelios can sense this
volcano is slowly cooling and going extinct. possibility, and has been preparing Leftheris
While it will be many more years before the for assuming the mantle of his mother's
island is fully stable, Stelios has begun to keeper, teaching him all he knows of
feel the effects of this shift and it has illusion, as well as their family history, albeit
become increasingly difficult for him to from his own perspective.
manipulate the stone at a distance. Fearing
that he might lose control over the maze Leftheris
and let Althea free, he retreated from his Male Maedar Ill8 LE
stone golem form when Leftheris was (Statistics for maedar appear in Dragon
nearing adolescence. The crystal that is his Magazine#355. If this source is unavailable,
glyptar body sank into the ground beneath use medusa statistics instead. Replace the

173
ranged attacks with an adamantine slam, doesn't understand the reasons for his
and all Special Attacks with a stone to flesh neglect, nor the urgency with which his
SLA 3/day and the Earth Elemental’s earth father's scrawlings on the wall constantly
glide ability. Maedars tend to be stronger warn him to be ready to assume his
and less charismatic than medusae. responsibility as keeper of the maze. In
Leftheris is more intelligent and slightly less turn, Leftheris has never voiced his desire to
strong than the average maedar.) leave Demise, so Stelios allows him to roam
Leftheris appears to be a hairless, freely and even to leave the maze, trusting
muscular human male of approximately 25 him to do his duty. Leftheris has thoroughly
years of age. Swirling patterns resembling explored the caldera, and on the few
tattoos cover his body and head, and he occasions that he has met outsiders or
typically wears a loose robe similar to a Alven, he has conversed hungrily with them,
Hazlani zarong. Growing to maturity under craving the personal interaction he has been
his father's tutelage, Leftheris has become a denied by his parents. If he is encountered
skilled illusionist in his own right. His father in the jungle, he may offer his services as a
has attempted to fill him with fear and guide, but will use his magic to extend any
hatred of his mother, Althea, drilling him excursion, more interested in the
constantly with a litany of her sins. But conversation along the journey than
since the day that Stelios retreated into the reaching any desired destination. Once he
maze, Leftheris has seen that his father is tires of his companions, he feels no qualms
no innocent. He now bitterly resents his about killing and eating them. Raised with
abandonment by both parents, and has his father's views, he sees humans as only
come to chafe at Stelios's grooming him to worth whatever benefit they can provide
become Althea's gaoler. He wonders if him, and human flesh is a staple of the
perhaps his mother was right about the maedar diet. But Leftheris is not
need of all maedar to control others, and is bloodthirsty or a crazed killer. In the rare
determined to leave them both to their case that a human might have something
pitiful shared existence once his father has more valuable to offer alive than as a meal,
taught him all he can of magic. he would happily let the human go.
Stelios has never told Leftheris about
his impending ossification, so Leftheris

174
Fey Lost
A Ravenloft Adventure
By Andrew “DarkCrusader” Jensen
akjensen@hotmail.com

This is a character driven story rife with • Tepest is a heavily forested domain.
potential for tragedy. Everyone in this story The human inhabitants live mostly in small
is driven by strong desires, some less pure hamlets, and are uneducated peasant types.
than others. Some in this story are driven • The primary faith of Tepest is
by a lust for power, others a desire for worship of Belenus, a benevolent sun god.
redemption and some are even motivated • The population lives in fear of the
by love. While there is a chance for a happy fey, mystical creatures of the woods.
ending, that’s not how the Dark Powers • There is an Inquisition out to hunt
weight the dice…. fey. The members of the Inquisition are not
This adventure is designed with experts on the fey and rely mostly on
characters of lower level in mind, about 4th. superstition.
It’s easily scaled, though characters of too • Sylvan fey are natural fey. While
high a level might give players the ability to they can be dangerous in their own right,
circumvent parts of the adventure with they are extensions of the natural world.
certain abilities or spells. This adventure is • Shadow fey have been contaminated
highly role-playing driven. by the energies of the Shadow Rift, and are
more likely to be dangerous.
Background A note on terminology
A sylvan fey has fallen in love with a
A major part of this scenario hinges on
boy who possesses extraordinary skills with
what Van Richten’s Guide to Feythe Shadow
the paint brush. However, these same skills
Fey refers to as a changeling. However, this
have drawn the attention of a shadow fey,
can cause some confusion. In one version
who desires to rip out the artistic part of the
of Ravenloft changelings are a player race,
boy’s soul. To make matters even worse, a
the daughters of hags. In popular lore, they
brutish Inquisitor has come looking for
are children switched out for fey
collaborators to stone.
themselves. So, this adventure borrows one
The story is presented with the NPCs
of the other terms from the book instead–
first. By knowing the NPCs well, the story
they will be henceforth referred to as “elf-
teller will be able to improvise and react to
shot.”
the choices the PCs make.
Understanding this process is important
Not familiar with Tepest? Here’s what
to the scenario, so it is summarized here.
you need to know.
First, the victim eats a bit of enchanted
cake. Then a black candle is lit. While the
victim is paralyzed by the magic of the

175
candle, the fey uses a magical sickle and cut Onghus didn’t know exactly what was
outs the part of the soul they want, putting going through his head when he bought the
it into a magic bag. Then they take it back pistols. He tried telling himself that it was to
into the Shadow Rift. In the Shadow Rift, protect him from the goblins and the fey in
the victim basically becomes an enslaved the woods, but he knew he was lying. When
ghost, while the body left behind is more- he went to the Vistani, they had gone,
or-less lobotomized. leaving only mists. He tried to find them,
People familiar with the book will note but had no luck. However, nine months
that this summary has simplified the later he found an abandoned infant crying
process. If they wish to alter the scenario to on the steps of the church.
more accurately reflect the source material, Onghus named the child Cuinn and has
it should not have any major bearing on the raised him as a ward of the church. He has
plot. revealed to no one his affair with the
Vistana or that Cuinn is his child. Onghus
Principal Characters loves Cuinn, and has been a father to in him
in all but name.
Father Onghus, Cleric of Current Sketch
Father Onghus is quite popular in the
Belenus and secret father village, owing to his good charm and devout
Appearance nature. He works tirelessly to help the
Onghus is a man in his late thirties, village both in spiritual and practical
though his past has aged him a bit faster matters. Some people feel he spoils Cuinn a
than normal. He has a short, well-trimmed little, but the boy is popular as well, so few
beard and a balding head. He likes to joke hold it against him.
that looking after Cuinn did away with his Onghus is attempting to make a book
hair. He is usually seen wearing a farmer’s to prove the legitimacy of the new
outfit and holy symbol of Belenus. Tepestani language to outsiders, which is
how he discovered Cuinn’s talents as an
Background illustrator. He has become entranced with
Father Onghus was born in Tepest and Cuinn’s skills as an illuminator and spends a
had a fairly typical childhood, growing up great deal of money to keep him supplied in
into a devout follower of Belenus. Things materials. While he doesn’t spend more
turned interesting when he became an adult than he has, he saves very little for himself.
and took his vows of priesthood. One day, He fears the intervention of the
some Vistani rolled into town. The Inquisition. He clearly remembers the time
temptation of their dancing girl was too they burned an elf-shot in his village, giving
much for him to resist. A torrid, but him both a dislike of the Inquistors and
discreet, affair followed. Onghus was some knowledge of the elf-shot. He fears
devastated when the Vistana girl revealed the fey as well, and his two pistols are
she was pregnant. A greater blow came always loaded with cold iron.
when her father forbade him from ever
approaching his daughter again, threatening
Onghus’s abilities
blackmail if he tried. Onghus is a devout priest, but has seen
little adventuring. He functions best as a
low level cleric with decent scores. If

176
combat or disaster strikes, he focuses on With no real basis for comparison, he
trying to save lives or heal injury, not to add believes he is a good illuminator and
to the carnage. Despite owning two pistols, assumes everyone else is just flattering him
he is not proficient with them. when they say he is a master. While he is
still a novitiate in the faith, he is sincere in
Cuinn, the Child Prodigy trying to follow the dictates of Belenus.
Appearance Cuinn’s abilities
He is a ten year old boy. Cuinn has a Cuinn is a non-combatant for the most
great deal of irrepressible energy and he part. He doesn’t know how to hurt people,
bounds around with visible excitement. His even if he could bring himself to do so. He’s
skin is slightly darker than the typical best built as a half-Vistana with levels in the
Tepestani, and his hair is brunette. expert class, focusing on art skills and some
survival.
Background
He knows he was left on a doorstep by Ellie, the Dryad
Vistani, but does not know his father is
Onghus. Onghus has been a good father to Appearance
him, and Cuinn loves him dearly in return. At first glance, Ellie can be mistaken for
Growing up, he dabbled in many crafts and a child of about ten or so. Closer
arts, but eventually found his calling in examination reveals some incongruities. Her
illuminating, or drawing illustrations in holy hair is a rich mixture of autumn colors, like
books. Encouraged by Onghus, he applied brown, yellow and orange. It flows down to
himself and soon became highly skilled. One her ankles, but mysteriously never gets
day, when he was out foraging for berries, caught in the brambles or branches of her
he met Ellie. She was singing to her forest home. Slightly pointed ears are hidden by
as she was wont to do. While at first wary her hair. Ellie’s wide eyes are a startling
of her obviously fey nature, he green hue. Her skin is lightly tanned, in the
complimented her on her singing. She manner of someone who spends all her
complimented his art, and a friendship had time out of doors. She wears a simple
begun. brown smock, tied around the waist with a
Current Sketch rope and bare feet.
A curious element to her is her
Cuinn is humble, good-natured and
movement. She moves easily, in an animal-
naïve. He likes to think people are basically
like fashion, without needing to change
good, and has yet to experience the depths
form in anyway. She can climb like a spider
of cruelty they can sink. This is why he was
or squirrel, run on all fours or even hop like
willing to befriend Ellie, as he simply cannot
a frog with ease.
imagine her being willing to do others harm.
He also lacks the worldliness to realize his Background
feelings for Ellie might be something more Ellie’s story is actually much older than
than friendship. Cuinn also possesses the she is. She is the last of a line of fey in her
bravery of youth, part of the reason why he area. There used to be many more.
was unafraid to pursue a friendship with However, the land of Ravenloft was not kind
Ellie. to her people. Mostly through machinations
of a shadow fey name Arwyn, her people

177
drifted away and joined the Shadow Rift, characteristics. Some of her abilities include
some willingly, others not. Ellie does not the ability to communicate with animals,
understand the particulars, but knows to command plants, mystically mislead people
fear the shadow fey and dreads joining in her forest and turn invisible (though she
them in the Shadow Rift. Having spent a can be seen in reflections). She also
long time alone in the same place, Ellie is possesses extraordinary mobility. She
bored, curious and lonely. It is this cannot fly and cannot teleport through
loneliness and curiosity that drew her to trees.
Cuinn. It’s important to remember she is not
Current Sketch shadow fey. She does not have any issues
with sunlight or holy ground. She is
While Ellie is older than the eldest
vulnerable to cold iron. Also if her tree dies,
human in the village, she is still very much a
so does she. Finally, it is worth noting that
child both in body and mindset. She is
while the night poses no limitations on her
accustomed to viewing humans as enemies,
abilities, she fears it and tries to avoid
but having had no actual hostile encounters
operating in it.
with them, she is content to scare off
people who get too close to her tree. She is Bragnah, the Inquisitor bully
not normally violent, but has not been truly
Loud and imposing, Bragnah demands
tested in this regard.
to not only be the center of attention, but to
Ellie enjoys frolicking in nature, but
dominate it. While she is barely five foot,
loneliness drove her to give Cuinn a chance
she is very broad, something she will use to
to speak to her. She dearly misses
her advantage by shouldering others aside.
intelligent people to talk to, though she is
Her hair is a reedy yellow pulled back tightly
loath to admit it. This can create an
in a severe bun. Those out of earshot
apparent contradiction, where she’ll insist
describe her watery blue eyes as beady,
that Cuinn is a silly little human but will
though they light up when prosecuting
grow considerably agitated at his absence.
someone, which is often. She is never far
Ellie is quite vulnerable in many ways.
from her shillelagh, an enchanted club that
Having rediscovered companionship, she is
does enhanced damage to fey. Creatively
fearful of losing Cuinn and will take
enough, she calls it Fey Crusher. Ironically,
extraordinary risks to protect him and their
she doesn’t realize it’s enchanted. It’s just
relationship. She possesses a mortal terror
her favorite tool of punishment.
of the shadow fey and the Shadow Rift. She
also naïve of the ways of humans and can Background
be tricked or manipulated. Bragnah was born into an abusive
Ellie’s abilities household, where the beatings came daily
and hard. Sharing space and food with too
Ellie is tentatively identified as a dryad,
many siblings, she took the wrong lessons
owing to her connection to her tree and
from her parents, and used bullying to get
general appearance. However, she is
what she wanted. As she grew older and
substantially different from a typical dryad.
turned her aggressive tendencies to those
She can travel some distance from her tree
outside her family, she found that some
without trouble and also possesses a
people were willing to push back. Then she
mélange of abilities typical dryads do not,
found the Inquisition.
while lacking some of their key

178
Her ability to browbeat and intimidate Whether or not she has any spellcasting
others has proven quite valuable in her ability is up to the story teller. Most of her
profession. She quickly added rhetoric to character qualities would suggest a low
her repertoire, and then recruited an escort. Wisdom score and she does not actually
She was careful to choose men more believe in Belenus, so it would be in
interested in causing pain than seeking character for her to not have any spells and
justice. She has gotten many convictions in simply be a fighter-type. However, the Dark
her “crusade,” rooting out fey and their Powers do sometimes channel through
collaborators. Most often, she is simply people who corrupt their own faith. The
turning fear and self-doubt in others into story teller should decide which build
convictions. presents the best opposition to the party.
Current Sketch Arwyn, the Sith
Whatever the faults of most Inquisitors,
Arwyn is a sith, a tall, thin shadow fey,
one can allow that they at least believe in
associated with death. His skin is a pale
their faith and act out of a desire to protect
white and he wears flowing black clothes.
their community. No such thing can be said
His preferred weapon is a long sword.
of Bragnah. She is a hypocrite, barely
understanding the tenants of the faith she is Backstory
supposed to represent. She is a power Arwyn has existed in various forms for
hungry bully and sadist. She relishes centuries. To stave off the boredom that
exercising control over others, even to the plagues his kind, he has taken to collecting.
point of torture and execution. The primary At first he targeted sylvan fey living on the
reason she travels from community to surface, trying to induce them to become
community is to find people willing to stand shadow fey. Eventually he tired of that, and
up to her and then crush them. turned to artists. He has gathered from
For all the terror and raw physical various realms – sculptors, painters,
power she possesses, she does have some carpenters and more. In all cases, wanting
glaring weaknesses. She is, at heart, a was not as great as having, and he gives
coward and avoids confrontations that she away his toys in short order (a century or
may actually loose. The players represent two).
such a group. She will try to hide this by Arwyn expected Cuinn to just be like
pretending to be reasonable or bidding her the others, but an unusual complication
time. She is also a hypocrite. If grilled cropped up. According to the Law of Arak,
intensively about her faith or knowledge of he cannot claim a mortal already claimed by
fey, she will reply by bellowing out hymns another fey. Ellie’s actions have
and treat the offender like a heretic. unknowingly laid claim to Cuinn. Rather
Bragnah’s abilities than be discouraged by this, he finds
himself intrigued by the obstacle.
Bragnah is physically powerful, and has
a high strength and constitution. Her Current Sketch
shillelagh is not going to aid her much Arwyn’s plan is simple. He thinks it’s
against the party, but if they gain it, it could impossible for fey and humans to live in
certainly help them if they face off against harmony. In Tepest, he may well be right.
Arwyn. He plans to engineer events so that Ellie will
either be killed or to drive her to seek his

179
aid, allowing him to corrupt and manipulate before. Whether that happens in this story
her. He sees the players and the Inquisition is up to the players.
alike as tools to this end.
His attitude is a mixture of arrogance Most likely chain of events
and cold indifference. He completely This details a rough outline of how the
believes that he is vastly superior to adventure might go. This is not meant to
everyone in the scenario, even fellow fey railroad the players or GM. Rather it’s there
Ellie. Their wants and desires are relevant to help illustrate various dramatic
only in how they advance his goals. The possibilities and help with pacing. You
same is true of their suffering. should be alert to opportunities to adjust
He rarely shows emotion beyond according to player actions. The principle
boredom or ennui. The most egregious NPCs have been fleshed out in detail to help
insults are not worth getting excited about. you adjust on the fly. Certain key events
Even if he gains complete victory (the Stoning, the Church, The Menhirs,
(corruption of Ellie and an elf-shot Cuinn), Ellie’s Hold) are important as they introduce
he simply accepts it as his due. The only key characters and help inform the players
thing liable to get him to react emotionally of the situation.
is anything that could challenge his sense of
superiority. Words alone would not Introduction
accomplish this. Inflicting harm on his There are two most likely reasons the
person or foiling his schemes certainly players are in the area. They may have
would. Violent rage is the result of that. been contacted by Onghus via letter asking
Arwyn’s abilities them to help find the missing Cuinn.
Alternatively, they are just passing through
Arwyn is a sith, which is a shadow fey
and get embroiled in the events. Also,
with a Challenge Rating of 5. Depending on
characters who watch out for children,
the strength of the party and how well
resent authority, or who value true love will
prepared they are, you can make him more
find that this adventure ties into those
challenging by including some undead
motivations.
bodyguards or subservient shadow fey. He
is essentially a fey noble, who excels in The Stoning
swordplay and necromancy.
Purpose: Learn about the Inquisition,
He does have weaknesses. Sunlight
elf-shot victims, set the tone for Tepest.
burns him, so he only operates at night. He
The party is travelling along a path
can also be harmed by cold iron. He is an
when they get to a crossroads. A large
unholy creature so he cannot enter sacred
crowd of villagers has gathered. Most are
ground and can be harmed by things like
watching an odd individual. He is a local
holy water. Arwyn stringently follows his
baker, named Chancery. He is drooling out
word, though he is extremely reluctant to
of one side of his mouth, eyes gazing
give it out.
emptily. He keeps miming the motions of
His biggest flaw is his arrogance. He
baking over and over. One foot is tied to a
can come off as being very rude to those he
stake, keeping him from going anywhere. If
is trying to manipulate. His arrogance has
the party stops to ask questions, they can
never led him to underestimate a mortal
get the following answers.

180
What’s wrong with him? “He’s elf-shot. the village mill moving. No village NPCs are
That’s when the fey take a fancy to a part provided here. The story teller should create
of you. They take it out of you. Leave the them on an as-needed basis. Be sure to
rest behind. In this case, Chancery was a give them names and personalities. Some of
cook too good for his own good.” the drama in future encounters revolves
Why is he staked out like this? around players seeing them as people, not
“Inquisitor Bragnah declared he was a a faceless mob. For the most part, they are
consort of the fey. So we’ve taken him out gregarious and have only nice things to say
to get stoned by his family.” about Cuinn and Onghus.
His family? Why do they have to stone Onghus has a modest home, a short
him? “They hid him for too long. When they walk from some old stone ruins. The ruins
found him with the black candle still themselves are little more than stone
burning, they hoped they could catch the foundations, and he uses them as an open
fey and take his soul back. No luck there. air temple. He is very relieved to see the
So they tried keeping him secret and players. He offers them food and shelter. In
comfortable. That doesn’t look good in the addition, if the players are expecting pay,
eyes of the Inquisition. So they’ll help with it’s going to be from him. He can answer
the stoning, so they won’t be seen as most questions players may ask about
collaborators.” Cuinn. Other possible questions are below.
Black candle? “Getting elf shot requires What do you need from us? “My ward,
all sorts of tools. Some say things like a Cuinn, has gone missing. He’s good at
sickle and a bag. Others say a bit of cake. woodlore and foraging so I thought nothing
But most agree the black candle is the most of it when he went out to collect berries.
important. So long as it’s still burning, a He’s been gone over a week now! Everyone
person can be saved. It doesn’t burn for in Fallborough chipped in, but we’ve had no
long.” luck. It’s like he vanished!”
When it’s time to wrap the scene up, Do you know of any monsters in the
Bragnah arrives with the family and her area? “This is Tepest, my friends. Trees that
thug patrol. After some build up, the father walk, goblins, hags and fey all lurk about.
throws the first stone. The mother bursts Still, we haven’t seen any of that for a good
out into tears as the crowd starts hurling long time. Certainly, nothing prior to this
stones of their own. Eventually, Bragnah gave us cause for concern.”
crushes the skull of the twitching body, Why contact us, and not the
finishing it. When Chancery is buried, Inquisition? “I don’t know if the fey are
players may notice many other such graves. actually involved yet. Also, the Inquisition
has a bit of a ‘burn first’ policy. I’d prefer to
Meet Fallborough disrupt things as little as possible.”
Purpose: Learn about Cuinn, the Onghus will also find a way to work the
village, and Onghus. book that he and Cuinn are working into the
Fallborough is a mostly typical conversation. He can’t help himself, and will
Tepestani village. Its population is all- crow about Cuinn’s skill at illustration.
human, illiterate, and close knit. They are
off the beaten path and are surrounded by Through the Woods
forest. A brook flows through the village, Purpose: Get lost. Possible combat
providing them with their water, and keeps encounter.

181
While the players may well investigate Allow the players to interact with Arwyn
the village, sooner or later they will have to as much as they like. He’s immortal, and
go looking in the woods. Ellie is well aware while he finds them incredibly dull, he’s
of their intrusion and subtly changes the patient and willing to humor them.
woods to ensure they can never find her.
Trails twist back and forth, trees move, etc. Ellie’s tree
Canny players should eventually realize that Purpose: Meet Ellie and Cuinn and learn
something is clearly blocking them from about their friendship.
advancing. This becomes especially obvious Following the Wayfinder Medallion does
if they turn around to go back to the village. take the players straight to Ellie. Ellie,
They always get there with just minutes of however, will seek to intercept them. She
walking. will start by calling out from places unseen,
This is also a place where the story telling them they are unwelcome and should
teller can put in a combat encounter for go away. So long as the players are not
players with itchy sword hands. This can be violent or obviously bent on evil intentions,
dire beasts or goblins that just moved into most any attempt to be diplomatic should
the area. Be careful to establish that these work with Ellie.
enemies do not have Cuinn, alive or dead. Ellie is child-like in her interactions.
Despite herself, she is curious about the
The Menhirs players and is naïve. It should not be
Purpose: Meet Arwyn and find a way to terribly difficult to get her to trust them, at
Ellie’s tree. least enough to see Cuinn. She leads them
One way or another, the players will to her tree. It’s an ancient oak, and her den
find themselves in the woods at night. If lies within, through a hole in the roots.
nothing else, assume they get so lost they Inside, Cuinn is busily scribbling away on
lose track of time. Remember, sunlight some pages, practicing for his book. He is
burns shadow fey, so this will not happen in unaware that he is has been gone for so
the day. long. Time flows differently inside the tree.
The PCs emerge into an opening in the Assume about an hour inside for every day
forest, populated by menhirs. Left over from on the outside. When he learns about how
the mythical days of the Axe Lords, their long he’s been gone, Cuinn will be alarmed
carvings have long since weathered away. and want to go back immediately. Ellie will
Some of them are stacked in such a way as be upset, but allow it.
to form an arch. Arwyn emerges from the When questioning or talking to them, it
darkness beneath them. He wants the should become apparent that there’s no foul
players to find Ellie and Cuinn, and to do play evident. Ellie will deny kidnapping or
that they need to take his Wayfinding enchanting Cuinn, though she will admit to
Medallion. His first choice is to play it up as forgetting about the time dilation. Cuinn will
a way to get them out of his hair (“If I show also insist they’re just friends.
you how to find them, will you leave?”). In their interactions, portray them as
Depending on the actions of the players, he children playing at being girlfriend and
might let them bargain the Wayfinder from boyfriend, without understanding the
him or even pretend to flee from combat implications of their relationship.
and drop it.

182
scenes of Bragnah trying to connect Ellie’s
Return to Fallborough
activities into a fey conspiracy, with the PCs
Purpose: Get the PCs, Cuinn and Ellie playing Devil’s advocate, will help drive this
back to Fallborough. Learn that Bragnah is home.
in town. With this next scene, the story teller
Unless the PCs seriously mishandled the should be careful. It features a child being
previous encounter, travel back to the hurt in a gun accident. This is something
village is quick and painless. Cuinn is also that people in your group might have
curious about the PCs and a bit of a personal experience with. If anyone could
chatterbox, and Ellie shadows them the be uncomfortable with this, consider
whole way, constantly making her presence rewriting this scene or even having it
known. happen “off camera.”
When the players emerge back into the It is dusk and Ellie is hanging out with
village, they learn that Bragnah came while Cuinn at Onghus’s house. The PCs find her
they were away. She knows Cuinn has been playing with one of his formerly hidden
gone and that the PCs were sent to retrieve guns. She genuinely doesn’t know what it
him. Onghus meets them first, begging is. She accidentally sets it off, wounding
them to deny any fey involvement. Bragnah herself in the shoulder with a cold iron
then confronts them. Assuming the players bullet. She lets out a peal of agony and
make up an even half-reasonable cover flees into the village using magic.
story, Bragnah will make a big show of
playing along. In reality, she’s hesitant The Execution
about confronting them until she’s sure she
Purpose: Major confrontation with
can get a mob at her back.
Bragnah, possible death of Ellie
Ellie will race about the village,
Ellie has some fun
shrieking noisily, her flight reflex triggered.
Purpose: Goofy fun, hints of worse More due to luck than anything, Bragnah
things to come. will strike Ellie with Fey Crusher, bringing
Ellie has followed the party back, her to her knees. Thinking quickly, she will
mostly because she wants to be with Cuinn. bind Ellie in cold-forged chains and drag her
Now that she is here, she is curious… and into the center of town.
mischievous. Ellie is able to be invisible at What follows is Bragnah showing off
will, but she can be seen in reflections. She the captured Ellie to a hastily gathered mob
uses this ability to move about, first of people. While some hesitate due to
observing, and then pranking people. Her Ellie’s child-like appearance, her obviously
pranks are never meant to harm, though fey nature makes her a prime target for
they certainly cause trouble. killing. Ellie is terrified beyond reason and
Her fear of the night prevents her from not able to form a sentence, much less
doing any pranks at night. However, Arwyn defend herself.
will do tricks instead, hoping to stir the pot. Cuinn will step forward and defend his
His “pranks” are far more vicious, often friend. He’ll insist that she’s a good person
involving harm or at least terror. and wouldn’t hurt anyone. He won’t find a
These combined should make the PCs ready audience. Whether Ellie lives or dies
sweat. They have a vested interest in not is up to the players. Allow any reasonable
giving Bragnah fuel for the fire. Some plan on their part to work. Remember that

183
Bragnah is a coward, but
also afraid to look weak.
If the players fail or do
nothing, then Bragnah
strikes Ellie’s with Fey
Crusher. In defiance of
how it normally works,
Ellie’s head simply pops off
and lands on the ground.
Cuinn will dash forth and
grab it. Ellie will say a few
words of goodbye then
disintegrate into autumn
leaves.
If the players succeed
or at least make a good
attempt, Ellie escapes. She
gives an enraged speech
about how much she’s
been hurt and frightened,
before disappearing
entirely. The players may
be having second thoughts
about their choice, and Bragnah will have If Ellie is dead, Arwyn no longer needs
to worry about a previous claim to Cuinn,
certainly pegged them and Cuinn as fey
sympathizers at this point. and does the deed himself.
She claims Cuinn at some time when
Cuinn is elf-shot the PCs aren’t watching over him. When
dramatically appropriate, the PCs find him
Purpose: Ellie steals Cuinn’s soul,
elf-shot and presumably prepare to mount a
forcing the PCs to protect Cuinn from
rescue. However, they are intercepted by
Bragnah
Bragnah and her goons. She wants Cuinn
Ellie is distraught and terrified. She’s
stoned for being a fey collaborator, and
afraid of losing Cuinn and being alone
expects the PCs to “exonerate” themselves
again, but just as frightened of the people
by throwing the first stones.
in the village. During this vulnerable
If the story teller wants to complicate
moment, Arwyn approaches her with a
things further, then a drunken Onghus
solution. He explains that there is a way for
emerges, wielding his two pistols. He
Ellie to keep the part of Cuinn she loves,
confesses that Cuinn is his son by blood and
while leaving a copy for the villagers. He
won’t allow harm to come to him. He could
can be in both worlds, and everyone gets
save the day… or just get himself killed.
what they want. He leaves out some of the
Unlike with Ellie, the village is far more
nastier details, like having to descend into
divided on this. Cuinn is much beloved, and
the Shadow Rift to complete the process.
if the PCs argue that he can be saved, it’s a
Believing she has stumbled onto a solution
chance many are willing to take. Backing
to make everyone happy, she accepts.

184
down a second time is not something starts attacking it. PCs will have to race to
Bragnah is willing to risk, and will attack the tree to end Bragnah and save Ellie.
with her loyal thugs if things do not go her Saving Cuinn is as simple as opening
way. Give the PCs a satisfying fight. If the bag containing the stolen part of his
possible, Bragnah will flee if things turn soul, though it will add to the excitement to
against her. Her sanity hanging by a thread, make the players sweat about how much
she’ll plunge blindly into the woods, leaving time they have.
Fey Crusher behind.
Epilogue
Confrontation Given the number of characters and
Purpose: Find out why Ellie did it and possible outcomes, it’s easiest to just look
confront Arwyn. at the surviving characters and take their
After dealing with Bragnah, the most experiences into account. Did Cuinn learn
likely course of action for the PCs is to use about his true paternity? Did his father
the Wayfinder to guide them to Ellie. If they survive? Did Ellie live or die? Did the players
don’t have it anymore for some reason, Ellie encourage them to be together or try to
is too weakened to hide her tracks drive them apart?
effectively. The players find her by the Other possible consequences abound. It
menhirs, anxiously waiting for dusk. The is very likely the Inquisition will mark them
players can confront her here. Ellie doesn’t as fey consorts, making all of Tepest a very
believe she’s done any harm, and will want unfriendly place. Also, if Onghus and Cuinn
to convince the PCs of that. If they explain complete their book, it may have
to her what being elf-shot has actually done ramifications beyond being a pretty book.
to Cuinn, she will be distraught, but insist
that Arwyn can make it right. Inspiration/References
When the light has faded, Arwyn • The big inspiration for this is the
emerges tells Ellie it’s time to enter the movie The Secret of Kells. A highly
Shadow Rift and complete the process. recommended watch.
Allow the players to deal with this as they • The Book of Kells is also a good
will. This is the climax. If it fits, it can simply resource. Printing out some pages as a
be role-playing, convincing Ellie to turn back demonstration of Cuinn’s skill would
and return Cuinn’s soul. Perhaps they certainly catch players’ eyes.
challenge Arwyn to a game, with Cuinn as • The relationship between Call and
the stakes. Or maybe they try to end his evil Newt from Lonesome Dove inspired
through a fight. elements of Onghus’s and Cuinn’s
If you want a complication, Arwyn will relationship.
have sent a servant to guide Bragnah to
Ellie’s tree. Armed with axe and fire, she

185
Credits
Wherein We Give Thanks (and try not to be sued)
https://www.flickr.com/photos/bogenfreund
Articles /333816545/

Eleanor Ferron aka Isabella


gateway by Alex
Jim Stearns aka jimsolo
https://www.flickr.com/photos/eflon/40151
Joël Paquin of the FoS
02132/
Kai D. Kalix aka Kadarin
Matt Doyle aka Strahdsbuddy
Spooky Moon by Ray Bodden
Mikhail Rekun aka Neo Tiamat
https://www.flickr.com/photos/rcbodden/39
Andrew Snow aka DSnowman/IrvyneWolfe
23648422/
Ron Laufer of the FoS
David Gibson aka Jester of the FoS
days get darker ... by Mathias Erhart
Andrew Jensen aka DarkCrusader
https://www.flickr.com/photos/mathias-
erhart/1906477802/
Photos
Premade BG 45 by Brenda Clarke 2011-03-20 Awaiting things to come II by
https://www.flickr.com/photos/brenda- Henning Mühlinghaus
starr/5446866544/ https://www.flickr.com/photos/muehlinghau
s/5559210182/
Punto telúrico by zentolos
https://www.flickr.com/photos/zentolos/257 The above are used under creative
4514631/ commons licence and were modified by
conversion to greyscale.
Mourning of the Angel by Phospheros
https://www.flickr.com/photos/rariora/3109 Art for The Criminal Rings of Nova Vassa by
185975/ Eleanor Ferron aka Isabella

The Dark Heart (of the Forest) by Alexander Vir from The Missing Piece by endianprime
Boden
Creature from the Black Lagoon © 1954
Universal Studios

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