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Packs of werewolves emerge like the tide, drawn out by the moon, their
humanity washed away by animal rage. The vampire families bare their
fangs at the scent of human blood. Hordes of the walking dead lurch
across the manors and moors, driven by an innate hunger for the living.
Alchemically created abominations twitch to life in alchemists'
laboratories. Geists haunt the huddled human towns and terrify
travelers along the dark crossways in between. From Innistrad's deeper
chasms, powerful demons and impish devils plot humanity's downfall,
their influence spreading into all echelons of human society.
The humans of Innistrad have done their best to fight back. They form
torch-wielding mobs to cleanse the abominations with fire. They train
specialized holy warriors, called cathars, to strike back against the
supernatural horrors. Most of all, they brandish the power of their faith
in the Church of Avacyn. But the weapons of commoners, soldiers, and
priests are all failing. Their whispered prayers and runic wards don't
hold their same power. Talismans of silver no longer frighten nocturnal
horrors. The holy symbol of Avacyn no longer keeps trespassers from
disturbing the entombed dead. Things are getting progressively worse
for humanity across the four major regions of the plane.
Innistrad's Four Provinces
But the archangel Avacyn has not been seen over the last few seasons,
and her absence is beginning to tell. Since Avacyn has disappeared,
prayers have not spared remote villages from werewolf attacks as they
once did. Holy symbols have not stopped vampires from preying on
travelers in the high mountain passes. The dead are not protected from
tampering by ghoulcallers and flesh-animating alchemists called
skaberen. If the elders in the Church, including Mikaeus, the ruling
Lunarch, know what has happened to Avacyn, they've given no word. It
may be that Avacyn has truly vanished. What was once humanity's
greatest weapon has abandoned them, and the Church's power to hold
back the dark forces of Innistrad is beginning to wane.
The Blessed Sleep
A key tenet of the Church of Avacyn concerns the conditions of death.
For the citizens of Innistrad, the goal of a good life is not to seek to live
forever, but to have a restful "sleep" after death. The Blessed Sleep is an
eternity of tranquil oblivion, much preferable to the shame of
becoming a tormented spirit, mutilated corpse, or undead abomination,
as so often happens on Innistrad. The Blessed Sleep is considered a
reward for a virtuous and vigilant life. "May you spend an eternity in
the ground" is a common blessing among the people of Innistrad.
The Moon of Silver and Innistrad's Seasons
Once, Innistrad had a savior, an angel who held back the darkness. Now
humanity clings to the bottom of the food chain, struggling to survive
in a world menaced by monsters. What do a priest's blessings mean
when the dead walk the land? How can friends be trusted when they
transform into beastly enemies? What does life mean when aristocratic
immortals stalk one's lifeblood? The humans of Innistrad are beset on all
sides by shadow, and unless they find a way to survive, shadow will
envelop them. Has humanity's story come to its end? Only the actions of
Planeswalkers will tell.
Gavony
The province of Gavony is where humanity remains safest and
strongest. It is home to Thraben, the plane's largest city. Thraben
houses the Cathedral of Avacyn, where the archangel herself resided
before vanishing. Smaller towns radiate outward from Thraben across
Gavony's rocky moors. Small copses of trees dot the landscape of rolling
hills and heaths. Because more human dead are buried here than
anywhere else, Gavony is more plagued by the undead than other
provinces, and geists are more common as well.
Thraben, the High City
The city of Thraben sits on a massive mesa in the middle of the Lake of
Herons, a long body of water that flows around the rock and over an
enormous waterfall. The eastern tip of the rock juts out over the
waterfall itself, and it is on this dramatic pinnacle that the Cathedral of
Avacyn stands. Thraben is the largest city in the known lands of
Innistrad. It's the seat of the Avacynian Church, built as a city of walls
and various bulwarks designed to keep supernatural threats at bay.
While smaller settlements are constantly under siege by monsters, the
inner parts of Thraben and the Cathedral are the safest areas in
Innistrad, which sometimes gives the bishops of the church a skewed
perspective on how dangerous the world outside really is.
The Walls of Thraben are a complex system of bulwarks and defense
lines. There are remnants of older walls, which have crumbled and lost
their effectiveness. But even the old walls demarcate the city into
sections, some which have a penal or ceremonial function.
Outer Wall. The main defense of Thraben. A thick, high wall that
rings the perimeter of the city. The church has approved the
expansion of the wall several times to keep the city from getting
too crowded.
Merchant's Wall. A complex of fellowship halls that forms a
substantial market square. This is the center of commerce in
Thraben.
Child's Wall. The inner wall that surrounds the grounds of the Old
Cathedral. Nearly as strong and tall as the outer wall, the Child's
Wall has not been altered in ages. It is inscribed with the names of
every child born in Innistrad. Many parents make a pilgrimage to
the wall in the year after their child's birth, believing that having
their child's name written on the wall will add protection to its life.
Fang Wall. When werewolves are caught, they are executed in
front of this wall. Then their fangs are removed and shoved
between the crevices of the stones.
Bloodless Wall. When vampires are caught, they are chained to this
wall and left to starve to death.
Cathedral of Avacyn
A massive cathedral with three wings and a network of cloisters,
courtyards, outlying schools, and forges. There are well-kept gardens
and substantial training grounds for cathars (holy warriors). Outside of
Thraben, churches are quite rustic, constructed from rough planks and
often containing only a single room. The Cathedral is opulent by
comparison.
Seraphic Shrouds
. The mist from the waterfall is collected in long banners of heavy,
white cloth. The water wrung out is considered holy, but once it is
gone, the sbrouds still have magical properties. Skaberen will kill for
these shrouds, as they give extra stamina to their undead skaab
creations.
The Voice of the Moon
On Innistrad, as elsewhere, the moon controls the tides (as well as the
path of rivers and other bodies of water). The River Kirch flows into the
Lake of Herons, over Kirch Falls, and into the sea. The continuous roar
of the water over the falls has a different rhythm depending on the
season and volume of water coming down from the high lands. The
Cathedral grounds are lush and fertile from the continual spray of mist.
Moonchanters
A sect of clergy sing prayers according to this changing rhythm,
believing it puts them in better connection with the moon. Others in
the church believe that you should commune with Avacyn herself, not
the symbolic power of the moon.
Gavony Parishes
Parishes are an administrative designation used by the church. Gavony
has five parishes, including Thraben. There are three in the area called
Nearheath: Videns, Wittal, and Effalen. The region known as the
Moorland is a single parish of the same name, although it is larger in
size than the other four combined. Each parish may have multiple
priests, chapels, and small altars.
Nearheath.
Within a few miles south of Thraben's walls, there are several medium-
sized towns. This area is called the Nearheath and is inhabited mainly
by artisans and farmers. Being so close to Thraben affords a good deal
of protection to these towns. Most have fortifications or walls in case of
a ghoul attack or some other threat, but there are many outlying farms
as well. Nearheath is composed of several parishes:
The Moorland
Beyond the Nearheath is the Moorland. This has always been a more
desolate region, filled with stories of spectral wolves and wandering
spirits. There are few trees in the Moorland and the ground is covered
with coarse grass, bracken, and violet heather. There are boulders and
standing rocks, and the countryside seems to be covered in perpetual
mist. The area is rife with geists, many of them dangerous, and
travelers are constantly at risk from them as well as other things that
wander the countryside.
Gisa and Geralf
There used to be more towns in the Moorland than there are now. Two
rival necromancers—brother and sister, both quite insane—moved into
the area in recent years. The siblings were scions of a noble family and
distant relatives of the current Lunarch. They were banished from
Thraben in a hushed scandal and have since moved to the Moorland,
where they wage war against one another by raising armies of undead.
Their battles have prompted many of the Moorland's inhabitants to
move to the Nearheath, leaving the area even more desolate than
before. Now, marauding ghouls range freely through the moors, lost
playthings in the mad, epic battles of Gisa and Geralf.
Trostad
This was formerly a village of trappers on the border with Kessig,
which has been entirely overrun by Geralf and his undead creations. His
sister constantly lays siege to the village, seemingly for no purpose
other than to best her brother. Geralf has grander ambitions and has
been sending armies of undead into the Nearheath and raiding villages
there.
Grafs
There are more graveyards—known as grafs—in Gavony than
anywhere else in Innistrad. Thraben in particular has many
mausoleums, graveyards, and even paupers' gravesites, because people
bring their dead from all over Innistrad to bury them in the perceived
safety of the holy city. There is a gate, the Arch of the Dead, through
which pilgrims bring the bodies of their loved ones into the city.
Blessed Grafs
Thraben has city blocks devoted to burial sites known as Blessed Grafs.
These are a grid of tombs and mausoleums under heavy guard from
Elgaud soldiers and tended by horticulturists to keep trees and flowers
blooming around the tombs. In Thraben, these are the equivalent of
parks, and people visit them recreationally. It is considered relaxing to
spend time in a place where kin are enjoying their Blessed Sleep.
Nearly Treeless
Nephalia has always been lightly forested, but in the last century its
few trees have been cut down or destroyed due to the vampires' fear of
them being turned on them as stakes and other weapons. Runo,
progenitor of the Stromkirk line, was crafty in his removal of the
woodlands. Early on, using his glamers and sizeable fortune, he turned
the human populace into artisans, supporting their efforts in building
fine cities, proud ships, and a vigorous, provincial commerce—all based
around wood. Prosperous and plentiful humans are good business for
the Stromkirk, so Runo became a kind of secret Nephalian patron,
supporting master craftsmen and commissioning buildings, towers, and
ships, while funding any vampire-friendly efforts by alchemists and
magisters. Out of this, Nephalia has become widely known for its
masterful crafting and artistry with wood. Nephalian buildings, ships,
chapels, and houses all bear a distinct and inspired art that sets it apart
from the other provinces.
Waters
This province is defined by water—by its access to the ocean (the
easiest of any province), by its many rivers that lead deep inland, and
by its deltas, marshes, and lakes. Water enables commerce here but also
gives Nephalia a silvery, mystical character; the clouds and the moon
seem to be both above and below in most places.
Silver Beach
Nephalia's coastline consists of the Silver Beach, which stretches
countless miles, interrupted by rocks, sea caves, and occasional large
promontories. The sands of the beach are rich in granular silver, giving
them an unearthly shimmer that dazzles visitors from other provinces.
This is no vacation spot, however. Threats are far too numerous, and the
ocean too dangerous, to invite beachcombers. Only experienced
Nephalian sailors know the spells and the land well enough to venture
out into the sea and return with fish, trade goods, or treasure.
Port Towns of Nephalia
Nephalia has three main port towns along the coast: Havengul, Drunau,
and Selhoff.
Havengul.
The largest of the three cities, Havengul, stands at the mouth of the
Silburlind River. The population consists of human craftworkers,
shipbuilders, smiths, and traders. The Avacynian church has a strong
presence here to take part in the burgeoning trade and marketplace,
but many Nephalians are wary of the priesthood and watch them like
hawks. As long as the church brings trade to and from Thraben, they
are given a pass from the key players in Nephalia.
Elgaud Grounds.
A contingent of the Avacyn Church long ago established a small fort
here known as the Elgaud Grounds where new cathars are trained to
spread the word of Avacyn and protect the people. Once trained, these
graduates are sent out in small groups (of two or three) to neighboring
towns to establish an outpost. These are known as Arms of Avacyn, and
they attempt to strengthen trust in the Church under the offer of
protection and security. Many townsfolk are wary or outright
untrusting of these "Arms" and would rather protect themselves with
their own blood, sweat, traditional folklore, and superstitions.
Corpse Trade.
Even with the presence of the Cathars, there is money to be made in
corpses. Havengul, having the largest human population, is rife with
bodysnatchers who disinter corpses and then shuttle them off using the
network of underground passageways, known as the Erdwal, for high-
paying ghoulcallers or skaberen.
Ludevic.
The most influential of Nephalia's merchants is Ludevic of Ulm, a
wheezing and reclusive alchemist. Some say that Ludevic's consumption
of potions and inhalation of toxic vapors has left him no choice but to
abandon his experiments, leaving him to devote his sizeable intellect to
the problem of making himself and his partners filthy rich. Others
gossip that Ludevic still dabbles in the alchemical arts.
Drunau
Drunau is where the Stromkirk vampires under their progenitor, Runo,
have established their ancestral manor and their center of commerce
outside of Stensia. If it is blood you want, Drunau is the place to get it.
Humans who possess especially delicious blood are treated like the most
precious livestock, knowing a life of pampered bondage but being
protected from all the other dangers of Innistrad. All this takes place
within the elegant ballrooms and mahogany studies of Stromkirk
manors.
Jenrik's Tower
Along a particularly bare stretch of the Silver Beach looms a tall tower.
The mortar has been mixed with sand from the Silver Beach, making it
glitter in the moonlight. Within the tower, Jenrik, the astronomer,
mysteriously conducts his work studying the stars, eschewing all
contact with the outside world. He is making observations of the moon,
charting its path across the heavens with excruciating detail. Wards
keep away werewolves, and the Stromkirk actually fear his knowledge,
for anyone with such a vast understanding of the moon is holding great
power indeed. Some say he is predicting the future of Innistrad, or that
he is a spirit trying to get home. Others say he is an angel attempting
to restore Avacyn, or that he is a demon plotting to destroy the world.
Kessig
The province of Kessig consists of rolling farmlands surrounded by
grasping fingers of dense, dark woods. The woods hide werewolves,
ghosts, and other supernatural menaces, while the farmlands support a
ardscrabble rural livelihood for Kessig's humans.
Ulvenwald, the Misty Wood
Howl-haunted woods of aspen, birch, and maple border the edges of
Kessig province. The woods are almost supernaturally dense, filled with
dark, sinuous trunks and a constant, hanging mist. The trees have broad
leaves in muted reds, golds, and greens, and the forest floor is papered
in damp leaves. The Ulvenwald tends to isolate Kessig from the other
provinces, as travelers through the woods are subject to attacks by
werewolves, hauntings by all manner of primordial spirits, and
mysterious disappearances in the mist. At night, the autumnal colors of
Ulvenwald turn stark and steely under the silver glow of the moon. The
only spots of color that appear are the luminous eyes of animals and the
geistfires of shimmering apparitions.
Kessiger Culture: Commoners and
Rural Laborers
For the Kessiger, life is work. Kessigers are farmers, millers, weavers,
stonemasons: they are close to the land and must work hard for every
meal. This makes them self reliant, pragmatic, and plainspoken. A
Kessiger doesn't purchase tools from the general store; he forges them
himself. She doesn't learn arithmetic or memorize the names of royal
families; she learns harvest dates and the shapes of edible weeds. He
doesn't quote great works of literature; he calls it like he sees it, in his
own simple words.
Recently, a new decree came down through the local priests and
cathars. As a measure meant to protect citizens against werewolves and
other hunters of the night, the law states that commoners of Kessig out
after dark must wear an amulet of blessed silver. The amulets were
crafted and blessed in the High City of Thraben, and have a potent
effect against lycanthropes. But they are in limited supply, and some
priests have quietly begun giving them out preferentially, in exchange
for favors or promises of protection. Since the Curfew of Silver,
relations between Kessig and Gavony have worsened. Some Kessigers
have begun to refuse shipments of goods from Gavony and deny
service to travelers from that province.
Etiquette in a World of Supernaturals
Superstition and fear of supernatural creatures has woven its way into
etiquette in Kessig. When you meet someone for the first time, it's
polite to show that you are wearing an item made from silver (even
though silver can easily be counterfeited, and only blessed silver has
real protective power). Wreaths of living wood are commonly given as
gifts, and are often placed on the door of a home where a child has just
been born, a gesture meant to protect the child's life from vampires
(even though the wood and its effectiveness die after a few days). It's
customary to eat sour root soup before traveling, or to fast for up to a
day before a long trip, habits that are thought to make one less
appealing to werewolves and other hungry beasts.
Werewolves in Kessig
Several howlpacks hunt in Kessig, as do many lone werewolves. The
Mondronen howlpack is dominant here during most seasons, but during
the New Moon season, the Leeraug howlpack terrorizes Kessiger
villages. Smaller, nameless howlpacks also claim dominion of some
fingers of the Ulvenwald, waning and waxing with the moon.
The elder of Gatstaf once famously declared, "In Kessig, the werewolves
outnumber the priests." Many lone werewolves live in secret among the
Kessigers, too afraid of retribution to reveal themselves but too
attached to their families and Kessig roots to leave. Suspicion and
speculation run rampant among Kessig's commoners, fueled by
frightened exaggeration and misremembered anecdotes. Kessigers hold
conflicting views about how to detect, hunt, or cure werewolves, how
many exist, what keeps them at bay, and what it all means for humanity.
Geists in Kessig
Ghostly apparitions are second only to werewolves in terms of danger
to the Kessigers, and geists may cause even greater psychological
damage. The geists in Kessig are wild spirits of nature, prone to taunt
or terrorize civilized life. They can be cold-burning geistflames made of
surreal fire, mischievous poltergeists that shove at the physical world
through the power of their outrage, or blood mists that envelop and
devour the living. They can be beautiful nature spirits tressed in vine
and thorn, beast-possessing geists that shimmer through the mouths
and eyes of feral animals, or vindictive crop-spoilers that vex farmers
and druids alike.
As time went on, the city was abandoned, even by the howlpack. Now
only wild, terrified ghosts and the occasional werewolf scavenger
scuffle among the ruins. It's said that all who were killed in the
cathedral-shattering blast still linger inside the walls of Hollowhenge,
trying in vain to reconstruct their homes or recover their lost loved
ones. Some spirits are deeply angry and ferocious wights, dangerous to
all who seek within. Despite the danger, travelers often pass near to
Hollowhenge, as the former county seat lies at the crossroads of two
major Kessig thoroughfares.
Devils' Breach
Far from the towns, off the wagon-beaten paths, through vaults of
primeval forest, a fissure known as Devils' Breach has opened in the
earth. Smoke and heat waft from the chasm, obscuring its depths, and
eerie voices mutter and cackle. Trappers claim to have seen literal
devils near there, but so far, the influence of demonic forces has not
been strongly felt in Kessig.
Stensia
The province of Stensia is the darkest both literally and figuratively on
Innistrad, but also the most dramatic, the most storied, and the most
unexplored. Its valleys range from pastoral (albeit dusky) range-lands
to black bogs into which dead conifers slowly sink. Its black-pine-
forested midlands, riddled with wisps of thick fog, show colors from
deep green to purple to orange-grey. Its far-flung indigo and black
mountains disappear into the clouds, and humans can only imagine
what dwells among the shrouded peaks.
The sun never quite seems to break through the oddly colored clouds
in Stensia. The ruling power of Stensia, the vampire bloodlines, prefer it
that way. Innistrad's moon is more seldom fully seen here, and the Z-
shaped mountain range that dominates the province, the Geier Reach,
separates the valleys from each other, making them easier to monitor
and control. The long-suffering humans of Stensia, for their part, hold
an illogical loyalty to their homeland. Truth be told, most have little
choice; they are trapped between the province's narrow mountain
passes and bound to their time-honored lives of herding and gathering.
Geier Reach
The mountain range that dominates Stensia, the Geier Reach, defines it
utterly. This chain grows steadily higher in elevation as it moves from
the borders with Gavony and Kessig toward the province's outer edge.
Inland, the mountain peaks are forested, whereas in the chain's middle
the tree line gives way to bare rock, and at its verge, the peaks
disappear into the clouds. The highlands are dotted with caves and
crevasses where vultures, bats, and other, larger creatures reign.
Mountain passes.
The passes through Geier Reach are few and precious; all travel into or
out of the province must use them.
Ziel Pass.
Only one pass crosses the final zig-zag of the Geier. Ziel Pass is the only
way to reach the sea from Stensia's inland valleys. The cliffs at the end
of Ziel Pass descend for 1,600 feet, and the only way to get to the
churning waters is to jump... or to trek by foot or mule down a
treacherous path of endless switchbacks plagued by the geists of those
who have died trying to do the same.
Outland valleys.
The outer valley is divided into eight pieces by terrain, three of which
are noteworthy: the human village of Shadowgrange, the abandoned
Maurer Estate, and the human rancher community of Lammas.
Shadowgrange and Lammas are strange places populated by humans
that are fiercely passionate about their lifestyles but also paranoid and
fearful. Few other humans of Innistrad ever see these distant places.
Inland valleys.
The inland stretch houses two significant human communities with a
prominent vampire holding: Silbern, a tiny stone watchtower manned
by fatalistic cathars and surrounded by several family farms, Wollebank,
a large village of shepherds and their families, and Markov Manor, a
hilltop estate that towers over both. Markov Manor is the home of
Edgar Markov, grandfather of Sorin Markov.
The Farbogs.
Twin bogs, one in the inland valley and one in the outland, blanket the
center of Stensia like two puddles of ink. Both were once groves of
pines, but those trees now sink into the peat muck at odd angles,
creating a tangle of dead trunks. The peripheries of both bogs are home
to ancient grafs, and as the graves dissolve into the slime, geists
proliferate. A few ghouls wander here as well, most of them products of
the young, self-taught ghoulcaller Rinelda Smit, an irresponsible
teenager trying to make her mark on Stensia by creating her own force
of beings to defend against vampire attacks.
Ashmouth.
In the middle of the Geier, in between the Hofsaddel and Needle's Eye
passes and cloaked by forest, lies Ashmouth, a huge chasm deep enough
to glow with magma from below. Ash-ridden smog rises from it, mixing
with the dark clouds above. Ashmouth is an infernal gateway, and
perhaps the most important one. The demon Shilgengar emerged from
this pit, which also spews out bands of devils according to some eldritch
pattern only the demons understand.
Somberwald.
Despite its darkness, Stensia still holds places of beauty. Between its
contested valleys and savage peaks, the Geier is forested with a
winding, melancholy, drooping pine wilderness. These woods are home
to some of Innistrad's most noble and pristine creatures: bears, stags,
and other things that have fled here over the centuries for safety and
seclusion. Many of these creatures were once found in Kessig, but the
spread of hunters, trappers, and werewolves there have driven them
here, where they're safe in the shadow of the vampires.
Stensian Life and Culture
Sheep and Shepherding.
Because not many crops will grow in Stensia's rocky soul and dim light,
humans are reliant on sheep for wool, leather, milk, and meat.
Shepherding traditions are ancient here, and Stensian wool is
considered the finest in the world. Vampire dominance has prevented
werewolves from gaining a foothold in the province, so the flocks are
safer from predators than they would be elsewhere. In Stensia, humans
depend on sheep and vampires depend on humans—an irony not lost
on the vampires.
Stoicism.
Stensia's humans are not an expressive or demonstrative bunch.
Countless generations of hardship and proximity to the vampire
strongholds—lost children, lost neighbors—have taught Stensians to
guard their hearts. They are proud and fervent in their beliefs but seem
brusque or even cold to humans from other provinces.
Social creatures.
The social lives of vampires are every bit as treacherous and debauched
as those of royal courts. Vampires visit each other to conduct parties,
feasts, romances, entertainments, and so on. Grudges and betrayals are
as much a source of amusement to them as they are a serious matter,
and keeping track of vampiric trysts and enmities would be a full-time
job.
Castle Falkenrath.
In the middle strip of the Geier Reach, between the Hofsaddel and
Getander Passes, lies Castle Falkenrath, a towering, menacing Gothic
masterpiece that houses scores of vampires of the Falkenrath line.
Although the bloodline's progenitor is long dead, the castle is
meticulously maintained. Smaller manor homes exist around the castle
and along the border with Kessig, but Castle Falkenrath is the home
base from which Stensia's most dominant vampires conduct their
ambitious predations.
The Voldaren Estate.
Four miles from the end of Ziel Pass, cloaked in mist and surrounded by
jagged peaks, is the huge estate of Olivia Voldaren, famous eccentric, bon
vivant, and progenitor of the Voldaren bloodline. Olivia travels often,
visiting the far-flung Voldaren manors and fortresses that are scattered
across the four provinces of Innistrad. The elite among vampires know
that Olivia throws the best parties, and the nobility will happily make
the trek out to the estate for her seasonal ball.
Markov Manor.
In the corner of Stensia closest to Gavony, Edgar Markov's manor home
overlooks Kruin Pass, and the High City of Thraben is visible in the far
distance from its balconies. Although the Markov bloodline is the most
prestigious and perhaps the most widespread, Edgar lives in
comparative simplicity relative to the other vampire elders.
Personalities of Stensia
Cosper Lowe.
Captain of the Silbern Guard. The small community of Silbern arose
because of Silbern Tower, a lodging and base of operations for the local
cathars. Although the Silbern cathars have grown fatalistic since the
disappearance of Avacyn, their captain, a classically handsome young
man named Cosper, continues to command admiration. He is good with
a horse and blade, but his main skill is his ability to calm and inspire—
his charisma. Only one thing plagues Cosper Lowe: Every young woman
who has taken a shine to him has disappeared. It has just started to dawn
on Cosper that this means he's the target of a vampire's infatuation.
Because of the lack of physical safety, the poor spend a larger portion of
their income of enchantments and non-physical means of protection.
Tithing is required for everyone, and the church charges a small fee for
every blessing and spell. Even at unstaffed little altars, payment is
expected, and many of the faithful diligently pay even when there is no
one to enforce it. Not unexpectedly, there is resentment among some
for the amount of money required of the poor to uphold their faith.
This resentment increases dramatically as the effectiveness of the
Avacynian blessings diminish.
Community
The sense of community is very strong among humans in Gavony and
in other provinces as well. Little altars and crossway chapels aren't as
common in Gavony as in the other provinces because of the strength of
the parish churches. The parish church is the focal point of any
community in Gavony. Most people worship several times a week, and
many pass by the church on a daily basis for a blessing of safety.
Travel
The roads in Gavony are best in the four northern parishes, although
there are adequate roads in the Moorlands as well. It is easy to hire a
soldier to guide you along the roads between Thraben and the
Nearheath, and if you can make your trip during the daytime, such
guides are usually not needed.
Church Hierarchy
Avacyn. The archangel Avacyn is the focal point of the human's
worship. She is believed to be the source of all protective magic. It is
thought that she controls the seasons and is the force that brings an
end to the long and bleak Hunter's Moon. Adherents to Avacyn are
called Avacynians, and their church is the Church of Avacyn, or the
Avacynian Church.
Avacyn's Host. The archangel Avacyn has a host of angels who serve
her.
The Flight of Goldnight. These angels are associated with the sun,
in contrast with Avacyn herself. Once a year during the Harvest
Moon season, the sun will not dip below the horizon for two full
days, and during this time the moon isn't visible. Known as the
Feast of Goldnight, this is the holiest day for the humans. It is the
time when the Avacynian enchantments are strongest throughout
Innistrad.
The Flight of Alabaster. These angels personify the Blessed Sleep
and are associated with the Hunter's Moon season. They provide
magic that wards against the desecration of dead humans.
The Flight of Herons. These are the angels of birth and purity and
are associated with the New Moon season. Their magic is said to
ward humans against harm in life (as opposed to the Alabaster host,
which wards against harm in death).
Clerical Ranks
Lunarch. The head of the church. This is a position elected by the
council of bishops. Currently, it is held by a man named Mikaeus,
who is searching desperately for the reason behind the decline of
the church's power.
Bishop. The highest order of clergy. They reside in the cathedral at
Thraben as members of the Thraben Council, the governing body
of the church.
Mayor. Sometimes called the elder, this is the political leader of a
parish. He or she has a mix of administrative and religious duties,
but the day-to-day administration is left to the priests.
Priest. Priests oversee the church and attend to parishioners'
needs. They all use mana to weave spells, but with varying degrees
of skill.
Monk. These wandering priests are the lowest order of clergy.
Some have been sanctioned by the church to seek out people
living alone in the wilderness. But many are fanatics who are no
longer formally part of the hierarchy, having said the wrong thing
or enforced the wrong dogma and been cast out.
Cathars
Lunar-smiths. Blessed weapons are an important part of Avacynian
magic, and these clergy are trained in the art of weapon-making.
Certain blessings must be said at certain times during the forging
process to make a weapon magically effective against a particular foe.
Silversmiths are particularly revered because of the difficulty in
imbuing the silver with strong magic, especially anti-lycanthropic
magic.
Inquisitors. Inquisitors are cathars who can be hired out to come help a
parish if they have a particular problem with vampires or devils.
Fengraf.
A fengraf is one of the many flooded lowland graveyards. These sites
were once hallowed ground, but have remained untended for many
years. Fengraf ghouls are usually smiths, cobblers, brothel workers and
other common and poor folk.
Seagraf.
A seagraf is a "fisherman's graveyard." Much like minor nobles,
fishermen are often buried with their most prized possessions, such as
nets, long harpoons, and large hooks for getting hold of a slippery
catch. Seagraf unhallowed have not completely forgotten their trade
even in death, and they will pursue victims using the tools and deftness
they had in life.
Diregraf.
A diregraf is the site of a particularly gruesome battle. Unhallowed
awakened from a diregraf carry the armor, weapons, and fatal wounds
from their last bloody battle. Diregraf ghouls carry this lust for an
unfinished battle within their fogged minds, and they often attempt to
fall into military formations as they were trained to do in life. Once the
dead have risen, the ghoulcaller then supplants all other addled
thoughts of the dead with one single driving purpose in their minds.
The near-mindless ghouls will call on what skills they have left to carry
out the task, and the results are a grotesque parody of their lives.
Blacksmiths attempt to "reforge" their opponents, fallen warriors emit
rasping pseudo-cries, and undead murderers reawaken their taste for
killing. Occasionally, fallen mages even show a limited ability to weave
spells, but this often results in some aberration of the spell's original
purpose.
The Skaab
Necro-alchemy is much more of an art than ghoulcalling. One who
practices the art of creating skaabs is called a skaberen. The true goal of
the skaberen is to create life, an undertaking which usually produces
malformed "offspring" rather than true life.
There are four steps to producing a skaab.
White-Aligned Geists
Many white-aligned geists are harmless or even protective spirits of
dead family and friends who haunt the living out of a sense of duty,
fealty, responsibility, or love. Malevolent white-aligned geists do exist,
however, and are usually twisted by guilt, feelings of failure, or
unrighted wrongs. Some are ghosts of fallen soldiers that still patrol the
moors, looking for their vanquishers.
Blue-Aligned Geists
Some geists are projections of the animating principles of the mind.
Vicious or obsessive thinking as well as collective human memories
come to life by attracting enough latent aether around them to become
autonomous entities. They carry on as obsessive ghosts—repeated
knocking, patterning, arranging, stacking, marking, etc. They can also
possess one's mind and cause repetitive movements, speech, epilepsy,
obsessive behavior, schizophrenia, and other such maladies of the mind.
These are also the geists most drawn to the water, storms, frost, and
mist—even the mist of the breath.
Black-Aligned Geists
These geists eternally hunger for life, power, or the settling of a wicked
grudge. These are spirits that must be appeased by offerings of food,
goods, and even blood. If not appeased, these geists can be responsible
for disease, accidents and death. Whereas geists associated with other
colors of mana might be benevolent or neutral, black-aligned geists are
almost always dangerous and malevolent.
Red-Aligned Geists
These spirits have attached themselves to rampant emotions, unfulfilled
desires, and thirsts for revenge that were frustrated during life. They
can manifest as blood dripping from statues, whirls of dust on roads,
minor rockslides on hillocks, cliffs, and mountainsides, and, in the case
of possession, as sudden mania or murderous rage. The ghosts of the
unavenged are some of the most dangerous geists on Innistrad,
sometimes appearing as living fire or as "blood mist" entities that
engulf a hapless victim and inflict cuts and welts that are slow to heal.
Green-Aligned Geists
Some geists long to be reconnected with the nature they revered in
life. Energies within the woods that have been called into being by
druids or other nature-mages take on form by entwining roots and
brambles around their Æthereal bodies. Some of these spirits attach
themselves to animals, plants and landforms, imbuing them with special
power or mutating them into strange, otherworldly entities. If the
spirits that inhabit landforms are not appeased, it can often result in
blight, crop failure, and famine.
Werewolves
The werewolf is a creature of duality, forever dragged between two
worlds: it is both monster and man, nature and civilization, rational
thought and raw savagery.
Killer or Victim: Perspectives on the
Lycanthrope
Some werewolves see themselves as victims cursed with the souls of
untamable killers. Others see themselves as glorious scions of nature
trapped inside a cage of civilized lies. Though most of Innistrad society
focuses on the mass-murdering horrors of the werewolf's beast form,
the lycanthrope can be seen as a tragic figure with an identity chained
to the treacherous moon or an avatar of nature's inherent wildness.
Human Form: A Tenuous Hold on Civility
A person afflicted with lycanthropy is forever in doubt of his or her
own urges and instincts. In human form, a werewolf feels the pull of the
wolf's essence within even while trying to integrate into polite society.
A lycanthrope can feel the war of emotions in his or her heart, and as
the moon grows full, the influences of conscience, religion, and
personal restraint do less and less. The full moon makes the change
inevitable, but in fact, any strong emotion or traumatic experience can
trigger a lycanthropic crisis and allow the transformation to occur.
Beast Form: The Natural Killing Machine
Werewolves in canid form are beings of unparalleled savagery and
strength. Their bodies are perfectly engineered for slaughter, with jaws
capable of snapping bone and claws sharp enough to rip the entrails
from a beast many times their size. Their minds are explosions of
instinct and adrenaline, fed supernatural awareness from their
heightened senses yet cognitively blind to almost everything but the
kill. They can walk upright for manual dexterity or can lope on four
limbs for speed. Their howl is said to release the wolf's spirit within, a
harrowing sound that fogs the air and chills the night. Werewolves in
beast form cannot speak human languages, but seem to be able to
communicate with each other on matters of hunting, dominance, and
social hierarchy, as canines do in the wild.
The Transformation
The transformation process is harrowing for the lycanthrope and
incredibly disturbing to any witnesses. The eyes change first, the
whites darkening and the iris filling with color. The claws go next; the
hands elongate, knifelike claws extend from the fingertips, and the
thumb forms a claw back near the wrist. The muzzle thrusts forward out
of the human's skull, and the teeth jut through the gums in sharp
points. Bones crack as they rearrange. Marrow spills into the
bloodstream as ribs and skull fracture and telescope. Thick, wiry fur
pushes through the skin, often pushing out normal human hair. The
tailbone elongates and becomes a shaggy wolf's tail. Metabolism speeds
up, increasing blood flow, oxygen flow, and glandular production,
creating cravings for protein and fat. Any clothing that was worn at the
time of the change is generally torn to shreds and falls away. If a
werewolf dies in beast form, it changes back to human form, a process
called death reversion.
Aftermath
A werewolf that has just changed back to human form is usually naked,
disoriented, and covered in the debris, wounds, and bloodstains of the
previous night's hunt. He or she has flashes of memories left over from
canid form, often experienced with involuntary heart spasms and jolts
of adrenaline, not unlike the experience of panic attacks. The days
following a transformation are often filled with shame, guilt, and
depression—and repression, as the lycanthrope struggles to feign
normality, construct alibis, and hide evidence of his or her savage
crimes.
Blessed silver
No Known Cure
No known remedy, blessing, or ritual has effectively purged the curse
of lycanthropy. The closest anyone ever came was alchemist Theodora
Glick, who was brought in to inspect Guthril, a werewolf captured by
the local constabulary. Through a complex ceremony involving mystic
circles inlaid with the wolfsbane plant, a blanket woven with blessed
silver thread, and a lightning storm, Glick managed to force Guthril to
revert to human form and stay that way through three lunar cycles.
Unfortunately, the ritual was only temporary, and Guthril re-emerged
stronger than ever. He utterly destroyed Glick's laboratory in Gavony
and fled into the night.
Howlpacks
Werewolves are often lone hunters, stalking and killing humans as
singular monsters in urban settings. But some werewolves form loose,
evolving social groups out in the wild called howlpacks. The
populations of howlpacks wax and wane like the moon, gaining and
losing members as individual lycanthropes enter or leave their canid
state. Some werewolves seem to be continually drawn back to their
howlpack, returning to it time after time as soon as they drop their
human guise and reenter the wild. Howlpacks can be tiny hunting
parties of just a few werewolves, or can be massive hordes of over a
hundred. A howlpack is often led by a single alpha (male or female) that
dominates the pack. Alphas must often defend their power by defeating
challengers in combat.
Three of the larger, more stable howlpacks are the Krallenhorde, the
Mondronen, and the Leeraug.
The Krallenhorde: Innistrad's Largest Howlpack
When an average Innistrad human thinks of a werewolf pack, he or she
thinks of the Krallenhorde. The Krallenhorde has existed in some form
for decades, composed of anywhere from fifty to over two hundred
werewolves depending on the availability of prey and the phase of the
moon. The most heterogeneous of howlpacks, Krallenhorde includes a
mix of repentant and wanton werewolves, and has drawn members from
all provinces of Innistrad. The alpha of Krallenhorde is currently the
werewolf Ulrich, a cunning and perceptive wanton who remains in the
wild and runs with the howlpack even when he reverts to human form.
Mondronen: Carnal Ritualists
The Mondronen howlpack is composed of around sixty werewolves who
are said to control a dark, bloody magic of nature. Their alpha Tovolar
is a mute, silver-furred werewolf who leads his pack on revels of
carnage and howling songs, and who never seems to revert to human
form. The Mondronen wolves historically stayed far from centers of
civilization, only preying on farmlands, rural communities, and remote
monasteries. But as Avacyn's protective wards have diminished in
strength, it's said that the Mondronen territory has grown closer to
cities, and that their dark magics may soon spill over into genteel life.
Leeraug: Killers of the Absent Moon
Few know of the Leeraug, a relatively small and tight-knit pack of
Innistrad's most vicious werewolf predators, but almost all have heard
tales of their destruction. The Leeraug are unique in that they hunt
under the black night of the new moon, rather than transforming when
the moon is full. They favor the flesh and entrails of children, and often
steal into homes and orphanages through chimneys or windows left
ajar. The Leeraug alpha is Skaharra, a black-furred she-wolf noted for
her tendency to kill along bloodlines, murdering entire families in a
single night while sparing unrelated farmhands and servants.
Vampires
Innistrad's vampires comprise its only nonhuman civilization and the
biggest threat to humans on the plane. Their existence represents a sort
of externalization of self-indulgent desire; if werewolves are a symbol
of repressed rage, vampires are a symbol of repressed desire. On
Innistrad, vampire manor houses, courts, and even the occasional castle
exist across the plane, and vampires themselves vary considerably in
aggressiveness toward their human prey.
The Nature of Vampirism
Vampirism on Innistrad is neither a virus nor a curse, but what the
vampires themselves somewhat euphemistically call a "condition of the
blood." It is an anointing that persists and is perpetuated by magic
alone, and few if any of its bearers consider it a curse. When reflecting
on the nature of "the condition," vampires sometimes poetically call it
an ablution, a washing of the self in blood that results in a new state of
being. Innistrad vampires are not truly undead, although they have
some undead traits (such as agelessness and skin that's cold to the
touch).
Vampiric traits
The most distinctive thing about vampires' appearance is their eyes.
The sclera is black and the irises gold, silver, or other colors. The skin is
pale and cool to the touch. The hair is often black but is sometimes deep
purple, dark magenta, burgundy, or even dark blue-green. Some
vampires wear wigs, however, for variety, novelty, or to disguise
themselves more easily among humans. A vampire's canines are very
slightly pronounced at all times, and when they bite someone, the
canines extend about a quarter inch. Vampires also tend to have long
and slightly curved fingernails.
Vampiric powers.
Humans have a multitude of tall tales about the evils and wonders of
which vampires are capable. In reality, though, the vampires' universal
suite of powers is limited to just three things: agelessness, slightly
enhanced strength (approximately double that of a human), and a two-
foot-wide aura of silence that emanates from them at will.
Vampiric magic.
That said, many vampires learn a uniquely vampiric form of glamer
(quasi-illusion magic) that enables them to move among humans
undetected. These are mind-affecting spells that alter what nearby
humans think they're perceiving, rather than true illusion magic that
changes the subject's appearance. As such, particularly strong-willed
humans can sometimes shake off the effects of the glamer and see the
vampire truly. Also, given time, power, and mana, elder vampires learn
all manner of powerful magic, including flight, hypnotic gaze,
transformation into other forms (such as that of a bat or a mist), and so
on.
Vampiric Vulnerabilities.
All vampires inherit a set of weaknesses linked to the ritual that created
their race. First, although they can be harmed or killed by any weapon,
weapons of living wood have special efficacy—this is the so-called
Dryad's Legacy (dead wood is inert, no more effective than stone or
steel). Second, a vampire can't cross running water in which the moon is
reflected, because of the link between water as the source of human
food and the moon as the source of angelic power. Third, Avacyn
herself can enchant water with the power to burn vampires like acid by
touching it. But this water is scarce and becoming scarcer with each
passing day.
Otarian Aven resemble humanoid eagles, and are tall and strong,
possessing arms, legs, and powerful wings capable of flight. Most aven
live along Otaria's northern coasts around Balshan Bay as fishers, but
many are also found inland on the Daru Plains and other Order-
controlled regions. They are militant creatures who make up a
significant portion of the Order's members. Many aven are
accomplished warriors, wizards, or both.
Moonfolk (Blue)
d8 in Smarts, -1 Parry, -1 Toughness, Keen Sense, +10 Power Points
Vampires are a dangerous type of undead. Whilst humans are the most
common victims of vampirism, it can infect other species as well,
including hounds and even dragons. Throughout the multiverse,
vampires can be created through other vampires transforming their
victims, or through enchantment.
The viashino are a race that are typically depicted as intelligent bipedal
humanoid lizard-folk descended from dragons, over whom they exert
some power. Viashino possess lean but muscular builds and can be agile,
quick, and vicious when necessary.
In Dominaria, viashino are the main civilization on the Shivan sands. The
viashino live in clan communities, each of which led by a ''bey'', and have
a society of warriors. In spite of the emphasis on militarism and their
warrior code, the viashino are also known for their metalsmithing and
crafts.
Elf (Green)
d6 agility, Strength requires 2 points to level at creation, All Thumbs,
d6 Tracking, +4 to resist natural conditions.
Elves are a race associated with green mana; they are ubiquitous
throughout the multiverse, second in prominence throughout the many
worlds only to humans. They typically live in forests, and are close to
the land. Most elves look much like humans, only with pointed ears.
Most elves live far longer than humans, but it's unclear exactly how
much. Elves can be found in virtually every plane throughout the
multiverse. To date, Kamigawa, Ulgrotha, Mercadia, and Theros are the only
natural planes to have no known races of elves, and only small portions
of these have been seen. According to legend, Elves were once present
on Innistrad, but were driven to extinction.
Leonin (White)
Loyal, d6 Agility, Racial Enemy (Werewolves), Natual Weapons, Low
Light Vision, Spellcasting is linked to SPIRIT
Edges
See SWADE p. 37-53
New Hindrances
Haunted Dreams (Major). If a character with Haunted Dreams
gets less than 8 hours of sleep a night, they cannot use fate chips the
next day. If they do get enough sleep however, they can use 1 fate chip
per day to get a revelation about the current situation.
Just kidding.
Hindrances
See SWADE p.22-28
Skills
Academics (Smarts): Knowledge of liberal arts, social sciences, literature, history, etc.
Athletics (Agility): Overall athletic coordination and ability.
Battle (Smarts): Strategy, tactics, and understanding military operations.
Boating (Agility): Ability to sail or pilot a boat, ship, or other watercraft.
Common Knowledge (Smarts): General knowledge of a character’s world.
Driving (Agility): The ability to control, steer, and operate ground vehicles.
Fighting (Agility): Skill in armed and unarmed combat.
Gambling (Smarts): Skill and familiarity with games of chance.
Healing (Smarts): The ability to treat and heal Wounds and diseases, and in forensic
evidence.
Intimidation (Spirit): A character’s ability to threaten others into doing what she wants.
Notice (Smarts): General awareness and perception.
Occult (Smarts): Knowledge of supernatural events, creatures, history, and ways.
Performance (Spirit): Singing, dancing, acting, or other forms of public expression.
Persuasion (Spirit): The ability to convince others to do what you want.
Repair (Smarts): The ability to fix mechanical gadgets.
Research (Smarts): Finding written information from various sources.
Riding (Agility): A character’s skill in mounting, controlling, and riding a tamed beast.
Science (Smarts): Knowledge of scientific fields such as Alchemy, Engineering, etc.
Shooting (Agility): Precision with any type of ranged weapon.
Spellcasting (Smarts): The arcane skill for Arcane Background (Magic).
Stealth (Agility): The ability to sneak and hide.
Survival (Smarts): How to find food, water, or shelter, and tracking.
Taunt (Smarts): Insulting or belittling another.
Thievery (Agility): Sleight of hand, pickpocketing, lockpicking, and other typically
shady feats.
Gear
Use ―Medieval‖ Gear in SWADE
Powers
If a power is present in more than one of a character‘s colors, that
character gets a +1 to the Spellcasting roll if a power is present in 2
colors, and a +2 if it is present in 3 colors
White
Armor, Banish, Blind, Blast, Boost/Lower Trait, Dispel, Environmental
Protection, Drain Power Points, Fly, Healing, Greater Healing, Light/
Obscure, Sloth, Slumber, Smite, Speak Language, Stun, Succor,
Summon Ally, Warrior‘s Gift
Blue
Banish, Barrier, Confusion, Detect/Conceal Arcana, Disguise, Dispel,
Divination, Drain Power Points, Entangle, Fly, Growth/Shrink,
Intangibility, Invisibility, Mind Reading, Puppet, Shape Change,
Slumber, Summon Ally, Telekinesis, Teleport
Black
Armor, Blast, Blind, Bolt, Damage Field, Darksight, Detect/Conceal
Arcana, Disguise, Divination, Drain Power Points, Farsight, Fear, Havoc,
Intangibility, Mind Reading, Puppet, Speak Language, Teleport, Wall
Walker, Zombie
Red
Blast, Bolt, Burrow, Boost/Lower Trait, Burst, Confusion, Damage Field,
Elemental Manipulation, Fear, Havoc, Pummel, Puppet, Quickness, Shape
Change, Smite, Speed, Stun, Summon Ally, Telekinesis, Warrior‘s Gift
Green
Armor, Banish, Barrier, Beast Friend, Boost/Lower Trait, Burrow,
Damage Field, Divination, Deflection, Elemental Manipulation,
Entangle, Environmental Protection, Farsight, Healing, Growth/
Shrink, Shape Change, Sloth, Speak Language, Succor, Wall Walker