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Ravenloft Reincarnated

The Savage World of Ravenloft


Adventure Edition

Rules, Editing, and Additional Text: Jeremy “Blackwingedheaven” Puckett

Special Thanks: Nathan Okerlund (Annaes, the Drowning Deep, Victor Mordenheim and Adam), Eleanor “Isabella”
Ferron (Valacán), Matthew L. Martin (Bluetspur and the Illithid God-Brain)

Cover Art: Bruno Balixa

Interior Art: Bruno Balixa, C. Robert Brown, Luigi Castellani, Storn Cook, Gary Dupuis, Eleanor “Isabella” Ferron,
Earl Geier, Jeshields, David Lewis Johnson, Ian MacLean, Matt Morrow, Carlos NCT, Eric Quigley, Shaman’s
Stockart, Justin “Ryunnosuke” Yap, Kim Su Yeong, E.I. Vidal, Miguel Santos
Some of the art in this document is used under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5
or 3.0 License

Acknowledgements

This work includes sections inspired by the work of Ryan Naylor, Matthew L. Martin, Chris Nichols, Joel Paquin,
Eleanor “Isabella” Ferron, David Gibson, Nathan Okerlund, and John W. Mangrum.

Many thanks to the Fraternity of Shadows for their work in keeping Ravenloft alive(ish).
Yours in Shadow, fratus tuus in umbra.

And thanks as always to my lovely wife, Chisa,


without whom none of this would be any fun.

For Savage Worlds Adventure Edition v4.2


Release date: February 21, 2019

Ravenloft® is a registered trademark owned by Wizards of the Coast, Inc. This book does not represent a challenge to
any Wizards of the Coast-held trademarks. Wizards of the Coast is not officially affiliated with this book in any way.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability
for purpose of this product.

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Table of Contents
Introduction 6
Chapter 1: Character Creation 14
Chapter 2: Rules of the Night 26
Chapter 3: Gear and Equipment 41
Chapter 4: Magic of the Dream Realms 45
Chapter 5: Secrets of the Dread Realms 49
Chapter 6: Ravenloft Gazetteer 69
Chapter 7: Cabals and Societies 173
Chapter 8: Denizens of Dread 187
Chapter 9: The Doomed and the Damned 227

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Introduction

Dread ever leave to tell the tale. Yet perhaps


Welcome to the Land of Mists… you will soon learn for yourself, for tonight,
the Mists have come for you.
Beyond mortal senses, beyond reality, Welcome to the Land of Mists—to the
there lurks a boundless plane. It permeates crucible of virtue and the spoils of
your world and fills the void between worlds. damnation.
It is the border between the lands of the Welcome to Ravenloft.
living and of the dead. There, mind and
matter become one; thought and passion,
fear and yearning can become more tangible
than iron. Ravenloft Reincarnated:
Somewhere, lurking deep within those
ethereal mists, a dark and nameless Adventure Edition
dimension is ruled by dark and nameless
powers. Some say it is a prison for the Longtime fans of the Ravenloft campaign
damned; some say it is a crucible to test the setting may wonder about the point of this
virtuous. Others simply call it home. It is a document. There are no less than four (and a
land of mist and shadow, love and death, half!) editions of Dungeons and Dragons that
sacrifice and seduction, beauty and horror. It have Ravenloft-compatible rules (plus
is a land of whispered fears made manifest. Pathfinder), thanks to the work of companies
It is the Realm of Dread. like TSR and Wizards of the Coast as well as
Perhaps you have sensed its touch. At the passionate fans like the Fraternity of
bidding of the Dark Powers, tendrils of the Shadows.
ethereal Mists that bind this land reach out to However, many fans of the setting have
caress the Material Plane. They stroke the long hoped for a version of the game that
skin at the back of your neck when a creaking used a different set of rules entirely, feeling
floorboard warns that you are not alone in that the mechanical rigor of D&D or the d20
the dark. Their invisible fingers crawl down System does a disservice to the Gothic feel of
your spine when inhuman shadows rustle at the Land of Mists.
the edges of your vision. In that vein, this set of rules is intended to
The Mists do more than merely caress. offer an alternative to that group of fans. The
The Dark Powers are drawn to innocence Savage Worlds Adventure Edition rules offer
and villainy, to loathing and desire, to a great many horror-oriented settings to sink
obsession, and to despair. They seek out one’s teeth into, so it seems like a natural
squandered dreams and inner demons. They match for the dark horror/action feel of
savor the decay of the spirit. Their Mists Ravenloft.
snatch up fiends at the moment of their ruin At the same time, this document exists to
and steal upon heroes in times of doubt. offer a slightly different version of the setting.
To what end do the Dark Powers add these Where Ravenloft has always openly
souls to their tarnished collection? To acknowledged its roots in the Gothic
torment them? To purify them? None can literature milieu, it has sometimes forgotten
say, for few souls drawn into the Realm of about its other inspirations: the Hammer
horror films of the 1970s, the Universal

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monster movies of the 1930s, the cosmic of the period, ranging in ways from the subtle
horror of H.P. Lovecraft and his to the overt.
contemporaries, and many others. This work Take for example the word “gypsy,” a
has approached Ravenloft primarily as a common stock character type in Gothic
setting for Gothic horror, but also looks to literature and a major part of the original
those other inspirations that have crept in Ravenloft setting. Nowadays, it’s commonly
over time. known that “gypsy” is a derogatory term for
people of ethnic Roma descent—a racial slur
What Has Come Before as unacceptable as any other.
Originally envisioned as a setting for a Where possible, Ravenloft Reincarnated
single adventure, the world around Castle avoids such problematic usage. It is generally
Ravenloft has only grown larger and more assumed that most lands of the Dread
complex over time, including a lengthy Realms are places where sexual equality is
metaplot that ran through the original edition the norm, or that where sexual inequality
of the setting and a somewhat more implied exists, player characters are an exception to
metaplot that run through the Kargatane usual attitudes. When sexual inequality exists
years. in a significant fashion, it is generally different
This vast sprawl of history is one of the from the sexual inequality existing in the
selling points to longtime fans of the setting, modern real word.
but it can also prove an impediment to entry Racial strife is occasionally more of an issue
for new fans. Ravenloft Reincarnated exists in the Land of Mists, but it is a strife between
not just to serve as a new rules set for the ethnic groups that have little-to-nothing in
game, but also to act as a jumping-off point common with real-world groups. Even where
for new players and old fans alike. This “genre appropriate,” racial slurs are avoided.
document posits a version of the setting in Furthermore, while individual NPCs may
stasis, waiting for the moment that a group of have their sexual preference or gender
heroes comes along to kick over the anthill identity spoken of—and sex and gender are
and send changes rippling through the very much at the heart of Gothic literature!—
setting. there is no assumption made about those of
At the same time, nothing here invalidates the player characters. A player character in
any previous version of the setting. While this Ravenloft can be of any gender or sexual
book’s elves and dwarves are refugees from a orientation, and a character’s sexual identity
race of shadowy fey, nothing prevents a GM and preferences are considered to be neutral
looking to use the “classic” D&D versions of as far as the universe goes, so long as they’re
the races from doing so. consensual.
Here and there exist nods to different Citing “historical accuracy” to punish a
adventures, different versions of the world’s player’s choice of his or her character’s
history, and even occasionally intentional gender or sexuality should be avoided. The
contradictions about the nature of that point of role-playing is to have fun. Anything
history. Ravenloft is many things to many that would drive players away from the hobby
people, and it is this author’s sincere hope should be discouraged, especially if in pursuit
that this document can capture as many of of something as ephemeral (and usually
them as possible. poorly applied) as “historical accuracy.”
That being said, Ravenloft is a world of
terrible darkness. Players should be
Pride and Prejudice forewarned about the possibility of situations
Many of the conceits of classical Gothic that might make them uncomfortable.
horror are problematic by the standards of Whenever possible, players and GMs should
the modern day. Racism, classism, sexism, discuss such possibilities and determine what
and more are baked into the cultural oeuvre

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is appropriate at their table ahead of time. for the crimes of their fathers. They are tales
Play responsibly. of madness and obsession, evoking subtle
horrors and deriving terror from foreboding
rather than gore.
The Gothic Milieu The ghosts and ghouls of this genre are,
above all else, allegorical doppelgangers—
reflections of human evil. When
Come now into a world of Gothic
Frankenstein rejected his monster, he
adventure: where innocence battles
rejected the terrible consequences of his own
corruption, where love destroys and
profane actions, which returned to haunt him
redeems, where magic cannot overcome
in the form of his forlorn creation.
morality, and where divine justice comes to
all.
At its most basic, Gothic horror is about
the contest between good and evil. In this Running a Gothic Horror Game
contest, though, the armies are not equally
matched: the forces of evil are vastly more Both players and GMs must put aside a lot
powerful and influential than the forces of of the preconceptions associated with
good, and often far greater in number. traditional fantasy roleplaying while playing
Although they may be physically weaker Ravenloft, particularly any sense of an
and seemingly friendless, the forces of good adversarial relationship between them.
have courage, purity, the redemptive power Instead, think of the game as collaborating to
of love, and the force of divine justice on jointly tell a Gothic horror tale. For that
their side. More than any other genre, Gothic reason, trust and participation are vital.
horror is about heroism, because the The players must trust the GM to be
protagonists must struggle to do good in a scrupulously fair (to the spirit of the story, if
world that doesn’t necessarily reward that not to the roll of the dice), especially if they
effort. are going to be set against enemies far more
Heroes in the Gothic milieu work alone or powerful than they are, and to respond to the
in small numbers, against almost themes they want to explore and the
insurmountable odds, without financial directions they want their characters to go in.
rewards, and often without recognition— Players should feel that the GM is likely to
without even a kind word to help them along. accept the player adding in extra details to a
It is not a battle that can truly be won with scene (traditionally the sole province of the
fists or swords, and it is a battle that may cost GM) in order to develop their characters and
them everything they have in order to fight improve the story. (Of course, the key word
it—but fight it they must. Sometimes, they fail there is improve the story, not derail it: the
or fall into evil, but when they win, the victory GM is still within their rights to say no, but
is so much sweeter, because the road is so the players should still feel they have a reason
much harder to travel. for saying no that will be made apparent later,
Gothic tales are infused with an not just a lack a flexibility).
atmosphere of supernatural dread. They play Conversely, the GM must trust the players
upon both the thrill and the fear of the to engage with the genre: they need to
unknown. They are often highly symbolic, understand and accept that it is a world that
even dreamlike. offers more kicks than kisses, and
Ancestral curses and mournful ghosts particularly, that sometimes in horror stories,
manipulate events and erode the characters’ the protagonist does stupid things.
sanity. Unnatural deformities such as scars, The reason this interaction is so important
strange birthmarks, or hunched backs turn is that Gothic horror thrives on detailed
men into monsters, apparent punishments characters. The player characters, the

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characters they frequently interact with, and supernatural beings or magic, although they
the villains should all be complex, three live on actively in superstition. Most have
dimensional characters with desires and learnt that if you don’t go into that house, or
failings that aren’t necessarily consistent or in that wood, or if you keep your head down
the best interest of either themselves or the when the moon is full and don’t answer the
PCs. It makes the game more engaging, and door to strangers, you can live a life not
it makes it easier for the GM to tailor drastically dissimilar to those in other,
adventures to the PCs’ backgrounds. happier worlds.
On a similar note, although the world may In contrast, the player characters actively
be largely indifferent to or against the PCs seek trouble. They are people singled out by
and their allies, not every attachment or fate for great or fell purposes. Their lives are
friendship should be an excuse for betrayal lives of struggle and adversity, enriched with
or kidnapping. There needs to be some light magic and experiences that the closed minds
in the world—Good is always an active force, of the common folk can’t even dream of.
even if it is subtle. Otherwise, what are the They are the heroes and antiheroes of our
PCs fighting for? Why would they keep going stories.
if failure was inevitable and everyone they
knew and loved would either die or betray
them? The Lay of the Land
Nuanced characterization is part of the
reason why (in the internal logic of the
On the surface, the Land of the Mists
world), darklords and heroes both survive.
seems much like any other low-magic setting.
Some villains are cruel or tyrannical and hold
Spellcasters and nonhumans (or at least,
power through force of arms. Others,
creatures that are obviously nonhuman) are
however, are seen as champions of their
rare, and common folk seldom witness the
people. Many certainly don’t see themselves
supernatural, understanding it only through
as a villain, and have positive features, such as
folklore (although that folklore is frightening
honor, loyalty, patriotism, humor, or love. By
prevalent). Few know that the natural laws of
definition, darklords are truly evil, but they
their realm have been insidiously rewritten.
may not always appear so, especially to a
casual view.
The battle between good and evil occurs on Good and Evil
two fronts: at a divine, objective level, where Although some people dismiss the concept
the sides are absolute, and at the level of the of absolute morality as an antiquated myth,
world the characters inhabit, where it is much Good and Evil are vital and fundamental
more murky and not always clear where forces, locked in eternal struggle. The
people stand. A character may be evil, but darkness of the world allows the light to shine
may also be reliable, even trustworthy, or so much brighter.
more concerned with seeking pleasure than Characters who preserve their innocence
oppressing innocents. If the PCs are are subtly protected from the forces of
interested in fighting werebeasts, a darklord darkness, while those who commit evil acts
with similar interests may even act as patron find themselves physically or mentally
for them—until near the end of the campaign, warped to reflect their corruption. People
at least. who wholly embrace the lures of evil may
Finally, remember that player characters eventually find themselves trapped in prisons
are not average inhabitants of Ravenloft. of their own making. Even then, even the
They are the wild cards in the deck—the blackest soul has the potential for
major arcana in the tarot. Most people go redemption, should they be willing to face
their entire lives without seeing any the personal failings that led to their downfall.

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While Good is undeniably more subtle in join seamlessly with other domains in a
its touch than Evil, it is no less powerful in Cluster to form a continuous landscape on
the long run. It demands much—patience, some sides and perhaps open to the Mists on
compassion, self-sacrifice—and its rewards are others. A domain may be as small as a single
often obscure, but it woven into the fabric of room or as large an empire. The borders
the world. It may cost everything a hero has between domains may be recognized as
to do the right thing, but Good is by no political boundaries, or may be indicated by
means pointless or unachievable. It may be purely physical landmarks. A traveler may
painful, difficult, and with the temptation to have no way to tell she has crossed into a new
compromise your principles at every turn, den of evil. However, each domain is,
but it is worth doing. Don’t surrender this mystically, a separate plane. Magic cannot
world to the night. cross domain borders unless it is powerful
enough to pierce planar boundaries.
The Semblance of Reason Every aspect of a domain, from its climate
Although Ravenloft is an artificial realm, to the creatures that call it home, is a subtle
full of supernatural horrors, it has the veneer reflection of its darklord, offering painful
of normalcy. Like a corpse that appears fresh reminders of the transgressions that forged
until some disturbance sends its hidden the darklord’s doom. Many darklords can
corruption spilling into view, unnatural forces control the weather, consciously or
in the Land of the Mists normally remain unconsciously, in their domains, or have
hidden. Creatures like vampires or mastery over their native animals. Wresting
werebeasts move disguised among normal control in these cases is sometimes possible,
humans; magic is contained within isolated but much harder than when they are
towers and the cloisters of universities, and controlled by lesser masters. Almost all can
lacks the obvious flair it has in other realms. “close” the borders of their domains at will.
Even nonhumans like elves and dwarves are Immensely powerful supernatural forces
rarer, and hide themselves away. manifest to prevent passage. No mortal magic
Scholars in the most advanced domains in can overcome the effects of a closed domain
the Land of the Mists often treat magic as a border.
natural study, using labels like “psychic How many domains lie within the Mists, or
science” or “fundamental energies.” Many far the Mists extend (even whether that
maintain that the unnatural is simply the question is truly meaningful or not) is
misunderstood, and with enough study, unknown.
magic will be shown to be some combination
of natural forces and psychosomatic The Mists
influence, tangled in superstition. Of course, Thick fog blankets the borders of every
those who can harness the most powerful Island and Cluster. People live out their lives
forces may think otherwise, but they keep in normal-seeming domains that bob like
their thoughts—and their power—to apples in a Misty sea. Pockets of mist drift
themselves. across melancholy moors. Films of vapour
seep between the headstones of a graveyard,
The Domains concealing hidden dangers. Mist is
The Land of the Mists is composed of everywhere in the Realm of Dread, and some
scores of small pocket “nations” like the cells is guided by malign intellect.
of a prison. Each of these artificially Every child in Ravenloft knows about the
constructed countries, called domains, is the Mists. They are completely indistinguishable
prison of a singular evil entity: its darklord. A from normal mists, even by magic, until you
domain may stand alone as an Island, are within them. Travellers who enter the
surrounded on all sides by Mist, or it may Misty Border around some domains find

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themselves engulfed in a netherworld of and the vague, Mist-led “false history” before
blinding fog. Even the ground beneath their this. This is accepted as simply the way life is.
feet seems to fade away. Direction and
distance is meaningless; unless a traveller Other Worlds
uses a Mistway or “current” in the flow of The Mists can reach into other worlds and
Mist or is escorted by a Vistani or powerful bring creatures into the Realm of Dread.
cleric of the goddess Ezra, she has no control Powerful magic can also do so. However, the
over where the Mists will deposit her. Dark Powers hold their treasure close, and
Even a tiny pocket of Mist, away from the getting out is a much more difficult matter.
Misty Border, can confound a traveler or Of course, most natives of the Land of the
plunge them into another realm, or even Mists have no more desire to leave than the
another time. Tales tell of folk who wandered inhabitants of any other world would want to
lost for days in a small grove of trees, or back leave theirs. Only outlanders—the creatures
alleys that became twisting labyrinths, or drawn into Ravenloft by Mist or magic—seek
houses that contain more rooms that they to escape from its foggy tendrils.
physically should, or people emerging from
the Mists decades after (or even before) they
entered. These people are said to be “Mist- Darklords
led.” Regardless of how the Mists manifest— Darklords are the seed of evil at the heart
as mist, or heat haze, or storm, or the merest of every domain, but few of Ravenloft's
ripple in an otherwise calm sea—when they denizens are aware that they exist. Heroes
come, no force can stop them. have no infallible means of detecting who or
what is the darklord of any given domain.
Some darklords control their domains
False History openly, acting as political rulers, while others
Although the Land of the Mists appears skulk in the shadows, their very existence a
most of the time to be a normal realm, it is a secret. Indeed, the very concept of a
patchwork construct. New domains appear “darklord” isn't one that the average citizen of
and shift around at the whim of the Dark Ravenloft is aware of.
Powers. When a new domain appears from Most domains are inhabited by a single
the Mists, it is usually fully formed and darklord, though on rare occasion the Dark
populated, and the inhabitants of the new Powers may grant a single domain to a small
domain have memories of their lives before group of evildoers. These darklords are
the Mists parted and, often, records usually linked both by blood relation and
stretching back several centuries. However, their crimes.
these records may be vague, incomplete and Mindless, slavering beasts do not become
self-contradictory. darklords. Mere evil is not enough to earn a
There is much debate in academic circles domain. Despite their corruption, darklords
as to where these domains come from. Did share the same motivations as countless other
they exist in the Mists all along? Are the folk: they hope for love, crave respect, or
memories illusory? Were they drawn from even yearn for mere acceptance. Yet
other worlds? For this reason, the inhabitants darklords are not poor, misunderstood souls
of the Land of the Mists (those who choose damned through no fault of their own.
to think about it at all, because such Their selfish natures pervert simple wants
reflection is a luxury most have neither the into obsessive lusts, and they earn their
time nor the education to consider) domains through horrid crimes. Darklords
differentiate between the “true” history, the are all the more monstrous for the empathy
period that can reliably and objectively one might feel for them, not in spite of it.
studied since the emergence from the Mists, Even when forced to face their
transgressions, most darklords remain

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obstinately blind to their own failings, lashing The Dark Powers
out at the world for perceived wrongs. The Dark Powers are the ultimate masters
A darklord is both the warden and the of Ravenloft, and its ultimate mystery. They
ultimate prisoner of his domain. A darklord have created an entire world in their image,
can trap others in his domain by closing the but not even the most powerful divinations
borders, but he can never leave. Some of can unveil their true natures, or even give
Ravenloft’s darklords have spent centuries concrete evidence of their presence. Only a
striving to escape from their Mist-veiled handful of people are even aware of the
prisons, to no avail. The curse that binds possibility of their existence; most blaming
them to the land offers them little rest; not evil on the Mists but not considering any
unlike Tantalus in the underworld, they are force behind them.
tormented by their greatest desires. Are they gods? Elemental forces? Are they
Should a darklord be destroyed, his legion, or coven, or one, or none? Do they
domain ceases to serve a purpose. If another act as a unified whole or are they fractious?
evil creature in the domain has earned Are they good or evil? They do not corrupt
damnation, the Dark Powers may appoint it souls through malicious trickery or seduce
the domain's new darklord. A domain in a the righteous into evil, but they do torment
cluster may be absorbed by its neighbors, those who damn themselves, inflaming them
expanding the prisons of other darklords. If to further evil. Are they sadists or a force for
neither of these events occurs, the domain austere justice?
dissolves back into the Mists from whence it Perhaps most importantly, what is the
came. ultimate goal of their grand and awful
experiment in the Land of the Mists?

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Chapter 1:
Character Creation

Welcome to the world of Ravenloft, a dark For 2 points you can:


fantasy world of Gothic adventure filled with • Raise an attribute one die type
ancient powers, dreadful evil, and brave • Choose an Edge
heroes.
Making heroes for the Ravenloft Campaign For 1 point you can:
Setting is as easy as creating characters for • Gain another skill point
any other Savage Worlds game. Here’s how • Gain additional starting funds equal to
to start.
twice the starting amount

Race Traits
Humans are the most common characters, Characters are defined by attributes and
but the world of Ravenloft also features skills, collectively called “Traits,” and both
graceful elves, doughty dwarves, affable work in exactly the same way. Attributes and
gnomes, and stranger races still. In a world of skills are ranked by die types, from a d4 to a
monsters and monster hunters, the line d12, with d6 being the average for adult
between the two can sometimes be blurry. At humans. Higher is better!
your GM’s discretion, you may be able to
play a corrupted version of an existing
Attributes
character race, or even play a monster
Every character starts with a d4 in each
seeking acceptance and redemption.
attribute, and has 5 points with which to raise
them. Raising a d4 to a d6, for example, costs
1 point. You’re free to spend these points
Hindrances however you want with one exception: no
Hindrances are flaws, defects, or dark attribute may be raised above a d12.
secrets drawn from a character’s backstory. • Agility is your hero’s nimbleness,
You can take up to 4 points of Hindrances. quickness, and dexterity.
A Major Hindrance is worth 2 points, and a • Smarts is a measure of how well your
Minor Hindrance is worth 1 point. You character knows his world and culture,
could thus take two Major Hindrances, four how well he thinks on his feet, and
Minor Hindrances, or any other combination mental acuity.
that adds up to 4 points. • Spirit reflects inner wisdom and
Taking Hindrances not only helps you willpower. Spirit is very important as it
define and roleplay your hero, but also gives helps your character recover from being
you additional points you can use to start with Shaken.
extra attribute or skill points, Edges, or even
• Strength is raw physical power and
money for gear.
general fitness. Strength is also used to

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generate your warrior’s damage in hand- Parry of 8 (2+half of d12), whereas a d12+2
to-hand combat. gives a Parry of 9 (2+half of d12+2).
• Vigor represents endurance, resistance to
disease, poison, or toxins, and how much
pain and physical damage a hero can Edges
shake off. Attributes and skills are a character’s basic
statistics, but what really makes individuals
Skills different are their Edges.
Skills are learned abilities such as Shooting, Characters get Edges by taking Hindrances
Fighting, mystic knowledge, professional (see above), from racial abilities (such as
aptitudes, and so on. These are very general humans, who gain an additional Edge at
descriptions which cover all related aspects. character creation), or Advances once play
Shooting, for example, covers all types of begins.
guns, bows, and other ranged weapons. The SWADE corebook has a full list of
Core Skills: These are unchanged from available Edges, in addition to those
Savage Worlds Adventure Edition—Athletics, presented in this book.
Common Knowledge, Notice, Persuasion,
and Stealth.
Buying Skills: After core skills are assigned,
you have 12 additional points to raise core Gear
skills or buy and raise new skills as you see Next you need to purchase equipment.
fit. See SWADE 10 for more information Some settings may provide your hero with all
about buying skills and skill maximums. the gear he needs. In others, you may be
assigned a certain amount of money with
Derived Statistics which to purchase your starting gear. A list of
Your character sheet contains a few other some common gear and weapons can be
statistics you need to fill in, described below. found below.
Pace is how fast your character moves in a In the Ravenloft setting, the standard
standard combat round. Humans walk 6” in starting amount is 500 silver pieces (in
a round and can move an additional 1d6” if whatever denomination is local for your
they run. Write “6” on your character sheet home domain).
beside the word Pace. This is 6” on the table-
top—every inch there represents 2 yards in
the “real world.” Background Details
Parry is equal to 2 plus half your character’s Finish your character by filling in any
Fighting (2 if a character does not have history or background you care to, including
Fighting), plus any bonuses for shields or his domain of origin. Ask yourself why your
certain weapons. This is the Target Number hero is where she’s at and what her goals are.
(TN) to hit your hero in hand-to-hand Or you can just start playing and fill in these
combat. details as they become important.
Toughness is your hero’s damage You might also want to talk to the other
threshold. Anything over this causes him to players. Maybe your characters know each
be rattled or worse. Toughness is 2 plus half other right from the start. Or you might
your hero’s Vigor, plus Armor (use the collectively decide to optimize your group a
armor worn on his torso if not a called shot). bit and ensure you’ve got a good assortment
Traits Above d12: When deriving Parry of skills and abilities. If so, make sure you’re
and Toughness from traits above d12, add playing what you want to play.
half the fixed modifier, rounded down. For Some questions you might ask yourself
instance, a Fighting skill of d12+1 grants a when trying to decide your character include:

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• What does the character look like? Does Having these ideas in mind can guide you
he have any distinctive features, like scars to making a truly memorable character, but
or tattoos? Where did he get them? there’s nothing that says you need to know all
• Does the character have a family? Any of that up front. You can puzzle it out as you
old friends? People he cares about go, letting the character grow as you play and
outside the player characters? learning more about him, like a character in a
• What does the character love? What novel.
does he hate? Does he have any regrets? Sometimes it can be fun to know
Is there something that makes his skin something about your character ahead of
crawl? time so you can dramatically reveal it to the
other players! But don’t get bogged down in
• Does he have any secrets?
backstory—especially backstory that no one
• Is the character rational or passionate?
but you and the Game Master will ever know.
Sophisticated or superstitious? Impulsive
Work with your GM and the rest of your
or habitual? Logical or faithful?
group to make the game a fun experience for
• What drives the character to adventure? everyone!
What are his goals and drives? What
would he do to accomplish them?
• What is the character’s worst nightmare?

16
Calibans are humans who suffered
Races of Ravenloft exposure to corruption in the womb,
resulting in horrible deformities or mental
Ravenloft is a world of many peoples—and illness, as well as bodies hardy enough to
humans are just one of them. survive the corruption that formed them.
Humans are the most common race in the Humans mistreat calibans, and some
world of Ravenloft, outnumbering religions even regard their birth as a sign of
nonhumans by such a large factor that many their parents’ sinfulness rather than random
humans have never even seen a nonhuman— happenstance. Most calibans are second-class
or even regard them as legendary. A few citizens in their lands, suffering severe
nations have significant nonhuman prejudice and becoming bitter because of it.
minorities, but only a few places put humans Half-elves, or “changelings,” are the
in a non-dominant role. Some scholars offspring of humans and elves. They too are
wonder why humans are so prevalent, while outcasts among both humans and elves,
others simply see nonhumans as inferior, an never quite fitting in with either despite their
attitude that nonhumans naturally find many virtues. Some legends speak of elves
offensive. substituting their own children for human
Elves, dwarves, and gnomes are collectively babies, allowing the human parents to raise
known as “the fey” or “the sidhe,” faerie folk the changeling so that the elf can have a child
who are said to have taken humanity’s side in without having to do any of the work. These
some ancient, forgotten dispute. Their side tales haunt half-elven children throughout
lost the argument and they were banished their lives, as does the knowledge of their
from the faerie realm to the mortal world, own difference. A half-elf will outlive all of
where they now suffer the curse of mortality, his human loved ones, but will not live long
albeit in a less severe form than humans. enough to be ever seen as anything but a
Humans who know the story of their exile child to an elf.
tend to treat the fey more fairly, while others
fear elves and their kin as spies from a realm
of shadowy immortals.

17
The smallfolk are something of a mystery Finally, and perhaps rarest among the
to humans. Elves and other fey deny that the known “races” of Ravenloft, are the
“halflings” are of their kind, and they do not dhampir—men and women who live with the
seem to be a human tribe. As nomads with curse of vampirism burning in their veins.
little interest in history, the smallfolk cannot Through fortune or determination, they have
answer any questions about their origins found a way to arrest the process and avoid
either. They seem to be ubiquitous in most descending into evil, trapped between life
places, though, and humans find it easy to get and death. They have some of the strength
along with them in a way that they do not and bloodlust of vampires, but their ability to
with the fey races. walk in daylight makes them feared by their
The created are not a race at all—indeed, monstrous sires.
many people argue if they should even be With your GM’s permission, you might be
considered alive. Magic and technology able to play a monster seeking redemption,
sometimes blend to craft beings who are such as a revenant, a dead person who has
semi-intelligent but are made from metal, risen from the grave seeking justice or
wood, or other inanimate materials, granted a vengeance. You might be suffering from the
semblance of life through artifice. These curse of lycanthropy, doomed to become a
“created” occasionally become truly self- horrific monster every month, or perhaps
aware and flee their creators to seek their you have inhuman blood in your veins, a
own reason for existence in the greater world. monstrous heritage that may plague you
someday. See Chapter 5: Secrets of the
Dread Realms for more information about
revenants, and be sure to check with your
GM before getting your heart set on a
monstrous character concept!

18
Human misshapen humanoids. No two calibans look
alike, but common deformities include
Humans are the majority population in
twisted back or limbs, asymmetrical features,
almost every major nation of the Land of
bristly skin, or tusk-like teeth. Calibans are
Mists. They are ambitious, curious, versatile,
widely considered brutish, savage creatures;
and adaptable, able to change their
their name is a corruption of “cannibal,”
environment to suit their needs and capable
stemming from their most infamous reputed
of mastering many skills in their relatively
habit.
short lifetimes.
In truth, many calibans are simple-minded,
Despite their many virtues, humans can
petty brutes, but this is often the product of
also be greedy, grasping, and even cruel,
their upbringing. Rejected as monsters, most
happily subjugating one another for profit or
calibans spend their lives hidden in dank
advancement in a way that other races would
cellars or flee civilization to roam the wilds.
never dream of doing. Their versatility
In fact, a caliban’s heart can be as pure and
breeds fractiousness; it is all too easy for a
noble—or as corrupt—as that of any human.
human to look at an arbitrary boundary and
Calibans tend to be slightly taller than
say that anyone past it is “the other.”
humans, but are a good bit heavier thanks to
With their great capacity for both good and
their natural muscle. Their lineage is always
evil, humans can become fast friends with
plain for others to see if they go about
members of other races or subject them to
undisguised—all calibans sport the
unspeakable prejudice. If anything can be
deformities of their birth, ranging from
said, humans are the only race truly capable
unusual, sickly-colored skin to bone
of treating members of another race exactly
protrusions or even worse. Calibans mature a
as they would treat their own—for good or for
little faster than their human forebears and
ill.
age noticeably faster. Most calibans live lives
Under normal circumstances, humans live
that are nasty, brutal, and short.
a little longer than half a century, but
especially lucky humans can live up to twice • Low Light Vision: Caliban eyes are
that long. Their skin color ranges from dark accustomed to the dark of night. They
brown to the color of snow, their hair is ignore attack penalties for Dim and Dark
usually in shades of black, brown, red or lighting.
blonde, and their eyes are blue, green, brown • Powerful: Calibans are made of muscle
or some mix of the three. An average male and bone with hardly an ounce of fat on
human stands just short of six feet tall and their bodies. They start with a d6 in
weighs around 150 pounds, with females Strength instead of a d4.
being slightly shorter and lighter. • Terrifying: A caliban instinctively knows
• Adaptable: Humans start play with any how to use his horrible features to their
Novice Edge of their choice. The fullest effect. They gain a +2 bonus to
character must meet the requirements of Intimidation rolls, as well as +2 to any roll
the Edge as usual. to resist Intimidation.
• Ugly: A caliban is clearly marked as
different by its inhuman heritage.
Calibans possess the Ugly (Major)
Caliban Hindrance. A caliban can still take the
Thankfully rare, calibans are twisted Attractive and Very Attractive Edges to
humans exposed to curses or foul magic offset the usual penalties, however,
while still in the womb. The birth of a caliban making them look less inhuman.
in a community is often seen as a sure sign of
• Unnatural: Because of their tainted
the presence of witchcraft or sinfulness.
origins, calibans suffer a –2 penalty on
Calibans are physically powerful but
any roll made to interact with animals,

19
including Riding. Animal foes will tend to capable of emotion, but their unfamiliarity
attack calibans in preference to other with it causes many of them to sublimate or
targets (though they won’t ignore obvious repress it. Others allow their passions to
threats to fight a caliban). control them, seeming wilder even than
humans, and causing great worry in those
around them. Most hold to a middle ground,
Created keeping their emotions at arm’s length while
acknowledging their existence.
The desire to restore or create life has been
Created appear as humanoids molded
a driving goal of magic and science for
from a variety of materials—obsidian, iron,
hundreds of years, if not all time. Every
stone, wood, silver, and even organic
doctor seeks the power to turn back the
material—though they move with a surprising
reaper’s hand, and every adventurer that has
grace and flexibility. Flexible plates
seen a companion fall in battle hopes for a
connected by fibrous bundles make up the
way to bring them back across the veil of
typical body of a created. Individuals have
death. It is this compelling desire that
their own unique appearance, from puppet-
eventually leads to hubris—to the idea that an
like dolls to lifelike forms almost
intelligent or powerful person has more right
indistinguishable from humans to alien or
to dictate life and death than fate or the gods.
hideous features. Though they are genderless
Over the years, many doctors, wizards, and
in the physical sense, most created with a
other such intellectual luminaries have
human-like appearance associate strongly
discovered methods of “creating” life, ranging
with one gender or the other; some are even
from simple golems to complicated thinking
designed to resemble a particular gender
machines. Some of these creations exceed
from creation.
even their creators’ expectations and become
truly living beings, aware and sentient in their • Clueless: The created are unfamiliar with
own right. Powerful ones are called “dread mortal culture, norms, and history, often
golems,” because their intelligence and missing even basic understanding of
loneliness frequently drive them to evil acts. things humans take for granted. They
Less powerful versions, called simply “the suffer the Clueless Hindrance, taking a –
created,” are often discarded by their makers 2 penalty on Common Knowledge and
as incomplete efforts or mere practice. These Notice rolls.
created are then left to their own devices in • Construct: Created add +2 to recover
the world, often seeking the very meaning of from being Shaken, ignore one level of
life themselves. Wound modifiers, and are immune to
The created are a manifestation of others’ poison and disease. Constructs do not
fatal pride, soulless creations designed in heal naturally. Healing one requires the
imitation or mockery of the human form. Repair skill, which is used like the
Still, a given created can eventually find the Healing skill but with no “Golden Hour.”
way to understanding, and many become • Outsider (Major): Created are mistrusted
keen observers of human nature. They may by the living. When they go about
never overcome their built-in limitations, but undisguised, they suffer –2 to Persuasion
the quest to become something more—to rolls with naturally born races. Most
become human—is the driving goal of many places consider the created to be objects
created. rather than people, according them no
The created tend to be distant and rights or any kind.
removed, not quite aware of the nature of the • Vow (Major): A created was built with a
human beings they were modeled from. particular purpose in mind. This acts as a
Some describe them as cold, a description Major Vow to fulfill the purpose for
that is frequently accurate. Created are which they were built. A created should

20
also have at least a d6 in a skill A dhampir in direct sunlight is Distracted
appropriate to their purpose (such as and Vulnerable.
Performance for a dancing mannequin or
Academics for an automatic transcriber).
Dwarf
Dwarves are a stout race, built as solidly as
Dhampir the mountains they call home. Their skin,
When a woman heavy with child is typically a light tan or dark umber tone, is
attacked by a vampire—not as rare an coarse and often streaked with soot or dirt, as
occurrence in the Land of Mists as one could dwarves take pride in displaying the efforts of
hope—that child can become partially their labors. Dwarves are well known for
infected with the taint of vampirism. Some their skill in warfare, their ability to withstand
rare adults bitten by vampires can find ways physical punishment, their knowledge of the
to hold back the change as well, generally earth’s secrets, and their capacity for drink.
through alchemy or sorcery but sometimes The dwarven mindset centers on the forge
through natural resistance and raw willpower. and the family. They respect dedication in all
Regardless of their origins, dhampirs are its forms—to hard work, to clan or family, or
men and women who have arrested the to codes of honor. A dwarf holds nothing as
progress of the vampiric curse, becoming precious as his family and nothing so
something like “half-vampires,” caught beautiful as finely crafted steel and stone.
between the living and the dead. While Dwarves have little time for frivolity. Their
sunlight hurts their eyes and skin, they can music consists entirely of dirges for their
walk abroad in daylight. They desire blood ancestors or anthems of clan traditions.
but do not need it to live. They retain many Other races often view dwarves as dour and
of the strengths of the vampire while humorless creatures but retain high praise for
possessing few of their weaknesses. As such, dwarven craftsmanship.
vampires tend to hate, fear, and envy the Dwarven males and female are built
“daywalkers.” roughly the same, standing around four and a
Dhampirs tend to be extremely pale, their half feet tall and weighing over 200 pounds.
teeth pointed and their eyes slightly reflective. Most of a dwarf’s weight is bone and muscle.
One might mistake them for the undead if Dwarves are typically very tan or bronze-
not for their breathing and heartbeat. Their skinned, often darkened somewhat from long
closeness to death tends to leave their hours at a forge. Dwarves of both genders
outlook morbid and rigidly controlled. A wear their hair long, often braiding it. Male
dhampir knows all too well what can happen dwarves take pride in their beards, growing
if he relaxes his control for even a second, them long and bushy; dwarf nobles braid
and many are the loved ones of dhampirs their beards as well. Most dwarves have red
who met their end in a moment of heady hair, with some having blonde or black, and
bloodlust. dwarven eyes are usually brown or dark
• Low Light Vision: Dhampirs can see in green.
near-total darkness like the undead who Though they are of the same folk as elves
share their curse. They ignore attack and gnomes, dwarves are aloof even from
penalties for Dim and Dark lighting. other fey. It is said that they suffered the
• Vampiric Strength: Dhampirs have the greatest brunt of the curse of mortality, and
incredible might of vampires. They start that many dwarves blame the elves for their
with a d6 in Strength rather than a d4. exile from the faerie realm. Others say that
• Weakness (Sunlight): While dhampirs the dwarves aren’t imaginative enough to
don’t catch fire in sunlight like vampires, hold a grudge over something so abstract.
they do find it extremely uncomfortable.

21
Dwarves live a little longer than a century on Elves stand around six feet tall on average,
average, with some living up to 150 years. but are thinner than humans. Most elves are
• Low Light Vision: Dwarven eyes are either somewhat tan or very pale, and their
accustomed to the dark of the hair is normally blonde or black; red-haired
underearth. They ignore attack penalties elves are extremely rare, though stranger
for Dim and Dark lighting. hues, such as silver and blue, occur
• Slow: Dwarves have a Pace of 5” and sometimes as well. Elven eyes are vibrant and
subtract 1 from running rolls (minimum strangely colored by human standards,
1). including shades of emerald, azure, and
• Tough: Dwarves are stout and tough. violet. Their most visible features are their
They start with a d6 in Vigor instead of a tall, pointed ears and their almond-shaped
d4. eyes. Elves have lifespans commonly twice as
long as humans, and some have been known
to live as long as three to five centuries.
• Agile: Elves are graceful and agile. They
Elf start with a d6 in Agility instead of a d4.
Once the nobility of the land of the faerie • All Thumbs: Elves have an inherent
folk, elves were outcast in ancient times for dislike of mechanical objects and thus
some unknown crime. Some legends say that have the All Thumbs Hindrance. They
they took humanity’s side in a dispute that shun most mechanical items.
turned ugly, while others speak of an uprising
• Low Light Vision: The character’s eyes
that cast out rulers that had lost the favor of
amplify light like a cat, allowing him to
their subjects. Regardless of the reasons, elves
see in the dark. He ignores attack
are a people who are born feeling the loss of
penalties for Dim and Dark lighting.
an immortality that is their birthright. Elves
can feel themselves dying in a way that
humans cannot.
The knowledge of their imminent death— Gnome
by immortal standards, anyway—makes most Spindly, short humanoids with tanned skin
elves somewhat hedonistic. They live for and wizened faces, gnomes are welcome in
emotion, art, beauty, and pleasure, and they many lands as architects, engineers,
inevitably seem irresponsible to other races. alchemists, technicians, and inventors.
Their carefully cultured bon vivant lifestyles Gnomes possess intense intellectual curiosity.
hide a deep well of brooding melancholy, They are fascinated by intricate details, be
one that only their closest friends and loved they riddles or the fine cogs of a pocket
ones ever get to see. watch. Nothing pleases a gnome quite so
The elven inclination toward art of all sorts much as solving a difficult puzzle—building a
makes them welcome guests in more civilized pattern out of chaos. This leads some
lands, but their refusal of hard work makes gnomes to overanalyze their situations,
them unwelcome pests in lands where seeking answers to riddles that do not actually
survival is a daily struggle. An elf would exist or even becoming mildly obsessive-
rather sleep in the boughs of a tree than build compulsive.
a house, would rather eat fruit from a tree Many gnomes also possess a wickedly
than grow crops, and would rather steal than morbid sense of humor. They often pass the
do an honest day’s work. Some elves hold time telling macabre tales laced with irony,
that humans don’t live long enough to matter and they frequently enjoy playing practical
and become cruel toward mortals, while jokes, particularly on anyone they consider
others think that the fragility of human life is too dour or self-important. Gnomish
an echo of all they have lost themselves, practical jokes are usually remarkably
making it even more precious.

22
elaborate but are virtually never intended to Despite their many virtues, half-elves are
cause the recipient any true harm. cursed to fit in with neither side of their
Though gnomes’ skills and their small, lineage. Many humans have been saddled
unthreatening size make them more welcome with an unwanted child after their elven lover
than other fey, they prefer communities of selfishly abandoned the infant, and even a
their own kind. Most gnomes live in small, childhood among elves can be extraordinarily
isolated woodland villages, places where wild lonely for a fast-growing, curious child. Half-
animals abound but hunting them is a very elves will outlive most of their human loved
bad idea. Many will go out into the land of ones, but will rarely live long enough to be
mortals for months or years at a time to considered anything other than a precocious
satisfy their curiosity or hone their skills, only child to elves. They are people of two
to pack up and go home without a word. worlds—one foot in both, but truly belonging
Gnomes stand slightly taller than three and to neither of them.
a half feet and weigh only around 50 pounds; Half-elves are slightly taller and lighter than
they are smaller even than human children. the human average, but somewhat heavier
Their ruddy cheeks and upturned noses give than elves. Their hair and eye colors tend to
them a mien of cheerfulness even at the fall more within the human ranges than the
worst of times. Gnomes have hair and eyes in elven ones. Their ears are tipped with slight
subdued, faded earth tones, but most of them points, making their heritage obvious to
see their hair turn grey long before middle anyone who takes the time to look. They can
age. Gnomes have lifespans similar to those live well over a century, but their elven
of dwarves. heritage gives them the vitality and health of
• Diminutive (Size –1): Gnomes average someone half their age.
just shy of four feet tall. Their small size • Heritage: Some half-elves retain the grace
subtracts 1 from their Toughness. of their elven parent. Others gain the
• Fey Magic: Gnomes are an inherently adaptability of their human ancestry. A
magical race, drawing their power from half-elf may either start with a free Edge
their distant fey ancestry. Gnomes have of his choice (as a human), or a d6 in
the Arcane Background (Gifted) Edge for Agility instead of a d4 (as an elf).
free, but they must choose one of the • Low Light Vision: The character’s eyes
following powers as their known power— amplify light like a cat, allowing him to
beast friend, confusion, detect/conceal see in the dark. He ignores attack
arcana, illusion, or light/darkness. penalties for Dim and Dark lighting.
• Smart: Gnomes are clever and • Outsider (Minor): Half-elves are
intellectual. They start with a d6 Smarts wanderers with no hard roots, rarely
instead of a d4. accepted by either humans or elves. They
suffer a –2 penalty to Persuasion rolls
with both humans and elves.
Half-Elf
Humans are frequently fascinated by the
beauty and longevity of elves. In turn, elves Smallfolk
are often filled with wonder at humans’ Smallfolk are tiny humanoids, easily
vibrancy and fast-paced lives. These interests mistaken at first glance for human children.
sometimes turn into trysts, which occasionally Sometimes called “halflings,” they possess a
result in half-breed children. Half-elves are a childlike sense of wonder and curiosity about
solid mix of their two parents. They gain the the world around them, as well as a capable
elves’ grace but none of their elegant frailty; opportunistic streak, frequently expressing
they gain their human parent’s versatility and itself as wanderlust. Individuals and clans do
curiosity while tempering their brashness. their best to find room for themselves

23
wherever they can, and are lucky enough to They stand about three feet tall and usually
avoid the animosity that other nonhumans weight between 30 and 40 pounds. Their
face. With their small size and lack of skin tends to be ruddy, though not tanned or
supernatural powers, smallfolk present wizened like gnomes. Smallfolk men often
humans with little to fear. have long sideburns, but beards are rare and
Humans respect smallfolk courage and mustaches almost unseen. Smallfolk females
general good cheer—sometimes to a fault. usually wear their long hair tied up in
Smallfolk are often treated with well- elaborate buns and topknots. They have life
intentioned condescension, with humans spans similar to humans.
believing that all smallfolk are as innocent • Diminutive (Size –1): Smallfolk average
and harmless as the children they resemble. only about three and a half feet tall. Their
Most smallfolk are nomadic, wandering in small size subtracts 1 from their
clans from one domain to another. Unlike Toughness.
the constantly drifting wandering folk, • Fortunate: Smallfolk draw one additional
however, smallfolk tend to take root in an Benny per game session. This may be
area for a few years, experiencing all it has to combined with the Luck and Great Luck
offer before moving on. Any human Edges.
settlement of sufficient size may boast a • Spirited: Smallfolk are willful and
smallfolk community, though these are often courageous. They start with a d6 Spirit
ghettos. instead of a d4.
Where humans are ambitious and grasping,
smallfolk prefer the simple things. They have
a strong core of responsibility, unlike elves
and gnomes, but they are content to find Other Races
comfortable positions and simply stay there Ravenloft is a land of many peoples, and
until their clan is ready to move on. Quiet these are just a few of them. A given GM
competence, responsibility, and lack of might allow other races in his particular game
ambition see many smallfolk into positions as at player request, even working them into the
domestic servants, middle managers, and fabric of an existing (or new) domain.
assistants to craftspeople. Check with your GM if you want to play
Smallfolk hair and eye color is usually dark something other than one of the races listed
brown or almost black, and they prefer here. It never hurts to ask!
simple, comfortable garb without ostentation.

24
25
Chapter 2:
Rules of the Night

people of one domain tend to regard their


Setting Rules neighbors with suspicion and ignorance.
In game terms, this means that Common
Ravenloft is known as the “Domain of Knowledge checks take a penalty based on
Dread” for good reason. It is a place of whether or not a character is seeking
beauty and horror side-by side, a place where information about his homeland or another
innocence shines through brightly—and can domain. This penalty ranges from –1
be brought low by the foulest of darkness. (different domain in the same Cluster) to –4
The setting rules for Ravenloft emphasize
(isolated Island of Terror).
these themes, making it a place where
heroism can be hard at the best of times, but
where victory is all the sweeter for Multiple Languages
overcoming the challenges. Many languages are spoken across the
Land of Mists. Every character has the
equivalent of the Linguist Edge, starting play
Domains of Dread knowing a number of languages equal to half
Each domain of Ravenloft is its own little their Smarts die (including their native
world, suffused with the evil and malevolence language).
of its darklord. Every domain has its own Characters can learn additional languages
peculiar quirks and laws that change the way by taking the Languages skill or the Linguist
reality itself works. Most domains have a
Edge normally.
setting rule or two of their own—which aren’t
generally revealed to the heroes until they
become relevant. Power of the Tarot
Additionally, no force of mortal origin— The wandering folk of Ravenloft use the
magic, technology, or divine miracles wielded cards of the Tarot deck (sometimes called
by a mortal—can penetrate the borders of a the tarokka) to fortell the future. This is
domain if they are closed. Most forms of reflected by heroes having access to the
magic cannot penetrate even open domain Adventure Deck.
borders due to the metaphysical properties of Shuffle the deck at the beginning of each
the world. (So, a person could walk across an game session and deal out one to each player
open domain border with no problem, but a character for each of his Ranks. (A Seasoned
wizard couldn’t teleport across to save his hero gets two cards, for example, while a
life.) Legendary character gets five.)
Each player keeps all of his cards, but may
play only one each game session. At any time
Insular after playing a card, a player can spend a
The various domains of the Land of Mists Benny to play another one. The player can
are largely isolated from one another. Even do this as often as he has cards and Bennies.
when they are part of the same Cluster, the

26
Players can trade cards at any time. This particularly scary, and it adds to a character’s
must be a trade, however—you can’t just give rolls on the Fright Table!
your cards away. On the converse side, heroes in Ravenloft
As noted in the Adventure Deck rules, any are exposed to enough horrors on a regular
card that lets you draw an extra card also lets basis that they can more easily steel their
you play an extra card at no cost. nerve as they gain experience. Characters
Any unused cards are discarded at the end gain a +1 bonus on Fear tests for each Rank
of the game session. past Novice (maximum +4 at Legendary).
Finally, the “Mark of Fear” entry on the
Realm of Terror Fright Table is instead replaced by Dementia:
Ravenloft is a realm whose very nature is • 19-20 Dementia: The hero is Stunned as
inextricably tied to fear and horror. The his mind reels from the abject horror—
oppressive weight of terror can drive even and breaks! Roll on the Dementia Table
strong men mad. to determine a permanent condition that
Some places are more terrifying than will be suffered by the character from
others. Any place designated a “Sinkhole of now on. Add any modifiers the character
Evil” applies its rating as a penalty to Fear would have suffered on the initial Fear
checks. This penalty is cumulative with the check as well.
penalty some monsters inflict for being

27
Dementia Table
d20 Effect
1-2 Absent-Minded: The hero tends to forget little details. He might misplace his tools or
simply forget to change clothes more than once a week. To remember an important detail, he
must make a Smarts roll; if he fails, he can’t remember it. This Dementia doesn’t occur all the
time—only when it’s important.
3-4 Delusion: The character’s mind snaps and he comes to believe in something that is
patently untrue. Maybe he thinks he’s a werewolf and must be locked up during the full moon, or
perhaps he thinks that he is regularly visited by invisible people who whisper secrets to him. He
suffers the Delusional (Minor) Hindrance.
5-6 Eccentric: The character suffers a fairly minor delusion or habit, something that comes
across as annoying but not particularly harmful. Perhaps he smothers his food in vinegar, or maybe
he insists on obsessively counting things. He suffers the Delusional (Major) and Habit (Minor)
Hindrances.
7-8 Evil Deeds: The hero’s virtue is challenged and he needs a villain to make himself feel
better. He chooses a particular person or group as the fixation for his anger and becomes
convinced that they are evil and must be stopped. The character gains the Vengeful (Minor)
Hindrance. A second instance of this result increases it to a Major Hindrance.
9-10 Depression: The tortured hero becomes incredibly depressed about himself, the futility of
existence, or his chances of surviving another adventure. He often speaks of impending doom—
either his own or everyone else’s. The character suffers the Suspicious (Minor) and Outsider
(Minor) Hindrances.
11-12 Paranoia: The hero believes that everyone is out to get him, maybe even his friends. He is
constantly concerned about “them”—some mysterious group that is out to ruin him, harm him, or
steal from him. The character gains the Suspicious (Major) Hindrance.
13-14 Schizophrenia: The character suffers from wild mood swings that can make him seem like
a totally different person when they strike. At one moment he might be passive and restrained;
later on he’s a raving madman with awful hygiene. The character has the equivalent of a Major
Delusion, though what that delusion might be changes from day to day (or even moment to
moment). The hero’s mood swings and bizarre behavior cause him to suffer the Outsider (Minor)
Hindrance as well
15-16 Superstitious: The character has found something that helps him deal with the terror he
faces. Pick a simple object or routine as the focus of this dementia. As long as the focus is
undisturbed, the character is fine. If the focus is lost or disturbed, all Trait rolls are made at –1
until it can be recovered.
17-18 Vacant Stare: The distant look in the character’s eyes speaks volumes about the horrors he
has seen. He suffers the Clueless Hindrance.
19-20 Flashbacks: In stressful situations, the character is overwhelmed by images of past
encounters and dead comrades. The character gains the Hesitant and Death Wish Hindrances.
21-22 Marked for Death: The character’s will is battered to a bloody pulp by all he has seen. He
suffers the Death Wish and Bad Luck Hindrances.
23+ Psychosis: This character has suffered a shock from which recovery is nearly impossible.
He spends his days drooling and drawing pictures of strange creatures, when he isn’t strapped into
a straightjacket and screaming at the top of his lungs. In general, characters who reach this stage are
removed from play; at the GM’s discretion, this character might eventually recover from his awful
madness—but probably not.

28
Skills in Ravenloft Languages of Ravenloft
The skill list in Ravenloft is somewhat The world of Ravenloft is a rich cultural
different than in the core Savage Worlds tapestry, full of numerous races, cultures, and
rules, due to things like electronics and nations. One of the significant facets of the
computers not existing in the setting. setting is that, unlike many fantasy worlds that
The full skill list is shown below, with new. attempt to homogenize culture through the
Unless otherwise noted, a skill uses the same introduction of a “common tongue” spoken
rules as found in the Savage Worlds by all peoples, Ravenloft has a large number
Adventure Edition core book. of spoken and written languages possible for
characters to know.
Ravenloft uses the Multiple Languages
Skill Attribute setting rule (SWADE 140). This means that
Academics Smarts
Athletics* Agility every character starts play with the Linguist
Battle Smarts Edge for free, allowing them to speak a
Boating Agility number of languages equal to half their
Common Knowledge* Smarts Smarts die (including their native tongue).
Faith Spirit The following is a list of the common
Fighting Agility languages of the major clusters of Ravenloft.
Focus Spirit Many more exist in the Islands beyond, but
Gambling Smarts characters do not necessarily know any of
Healing Smarts those tongues to begin with.
Intimidation Spirit
Language Smarts
Notice* Smarts Languages
Occult Smarts Balok: This language is commonly spoken
Performance Spirit in the Balinok Mountains Cluster. It is the
Persuasion* Spirit language of the Barovian ethnic group, which
Psionics Smarts has spread throughout the region. Balok has
Repair Smarts a harsh, clipped sound that makes its
Science Smarts speakers sound rude or annoyed to most
Shooting Agility
foreigners.
Spellcasting Smarts
Stealth* Agility
Darkonese: This is the national language of
Survival Smarts Darkon, the language of the bureaucracy and
Taunt Smarts government. It has no particular ethnic group
Thievery Agility associated with it, and all Darkonians are
Weird Science Smarts expected to learn this language regardless of
*Indicates a core skill. any ethnic language bias. Indeed, most
immigrants to Darkon give up their
Removed Skills: The Driving, Electronics, forebears’ languages within a generation or
Hacking, and Piloting skills are not available two. Darkonese sounds fluid and fast to
in a Ravenloft Reincarnated campaign. outsiders but has an amazing level of
Wagons and similar animal-drawn precision; a sentence in Darkonese always
conveyances are controlled with the Riding means exactly what it says, making it an
skill. excellent language for legalism and magic,
and a terrible language for poetry.
Faerie: The language brought by elves,
dwarves, and gnomes to the mortal world
when they were exiled ages ago, few now
speak this language exclusively. Many of the

29
fair folk only learn their “native” language as Patterna: The mysterious wandering folk
adults, due to local cultural bias and sometimes known as the Vistani speak this
necessity. Faerie has a ringing, trilling sound language, though they are also fluent in many
to it, full of soft consonants and long vowels; others. They rarely teach it to outsiders,
as a tonal language, the tone of a word considering their distrust of those outside
indicates its meaning as much as the their own clans.
pronunciation. Faerie is difficult to find Vaasi: The language of the Vaasan ethnic
precise meaning in, but excels at poetic group, as well as the most common language
expression, song, and metaphor. in the eastern Core. Spoken in eastern
Falkovnian: The national language of Darkon, Hazlan, Kartakass, Nova Vaasa,
Falkovnia, many of the Core associate this Tepest, and Valachan, Vaasi is as ubiquitous
guttural, hard-edged language with conquest in the eastern Core as Mordentish is in the
and war due to the frequent conflicts with west. Vaasi is known for its harmonious
that country. The Falkovnian tendency to run vowel sounds and sudden, sharp consonants.
words together to gain more precise meaning Minor Languages: Several other languages
makes the language useful for fields like are spoken throughout the Core, including
engineering and science. Thaani (the language of a minor ethnic
Luktar: The other major language spoken refugee group in Barovia), Rokuma (the
in Barovia, Luktar is also spoken in Invidia. language of the gold-skinned sailors that
It is the native language of the Gundarakite sometimes come from the far western
ethnic group, whose population was oceans), Forfarian (the nearly-extinct
dispersed into those two countries after their language of the Forlorn Land), and Tepestani
government’s collapse. Luktar sounds (the native language of Tepest, gradually
enough like Balok that a lot of outsiders can’t being replaced by Vaasi).
tell the difference, but Luktar and Balok There are also a number of “secret
speakers find the two languages mutually languages” that are only spoken by members
unintelligible (and mutually grating). To of certain societies or professions, such as
listeners with a good ear, Luktar has a sing- Druidic (the lost language of Forfarian
song cadence and a slightly buzzing druids), Draconic (the so-called “language of
pronunciation. dragons,” used by mages to encode their
Mordentish: This is the language of the arcane secrets), and Handtalk (a language
Mordentish ethnic group, spoken in Borca, used by the deaf to communicate without
Dementlieu, Mordent, and Richemulot, the speech, but also used by thieves to
countries of the so-called “Civilized communicate during heists).
Crescent.” While technically two dialects,
both are mutually intelligible and primarily
used as a marker of social status. Due to the
wealth and prominence of the nations that
speak Mordentish, it is one of the most
common languages in the western Core.
Mordentish is known for its slightly slurred
pronunciations and clipped syllables.

30
Heavy Sleeper [Minor Hindrance]
Edges and Hindrances You sleep like the dead. Just hope that
sleeping that deeply doesn’t make you wind
Some Edges and Hindrances have been
up dead for real. You suffer a –4 penalty on
altered or removed in Ravenloft, as noted Notice rolls to wake up when danger
below. Additionally, many new Edges and
threatens. You also suffer a –4 penalty on
Hindrances are available for this campaign Vigor rolls made to stay awake.
setting.
Iron Allergy [Minor Hindrance]
Hindrances You have fey heritage—not necessarily
enough to possess their magic, but definitely
Ailing [Minor/Major Hindrance] enough to suffer from their greatest
Medicine is still rudimentary in many parts weakness: iron. Any weapon made of iron or
of the Land of Mists, and many chronic steel inflicts +2 damage against you.
illnesses can cause life-long suffering. You Additionally, if you suffer a wound from
have an illness that causes you frequent pain such a weapon, any Healing rolls made on
and fatigue—and will eventually be the end of you in the “Golden Hour” suffer a –2 penalty
you. (including the healing power).
With the Minor version of this Hindrance,
you suffer a –1 penalty on Vigor rolls made Lycanthropy [Major Hindrance]
to resist Fatigue. The Major version instead You were bitten by a werewolf or other
gives you –2 on Vigor rolls made to resist lycanthrope capable of transmitting its dread
Fatigue. disease. You are infected—cursed—with a
In either case, at the end of every session, painful monthly transformation as well as
draw a card from a fresh action deck. If a frequent, barely controllable rages.
Joker is drawn, the illness gets worse. The Three nights of the month (most likely the
Minor version of the Hindrance becomes the nights of the full moon or the new moon),
Major version; if you already have the Major you transform into a rage-filled beast. If left
version, you will die by the end of the next to your own devices, you would rampage
session in which you fail a Vigor roll against across the countryside, killing at whim. You
Fatigue. can be locked up or chained, but this isn’t a
certain method of keeping you contained.
Cursed [Major Hindrance] During these nights, replace your character
A dark fate has hung over you for a long sheet with the werewolf (or other lycanthrope
time—possibly since the moment you were type) monster statistics (page 209).
born. Allies suffer a –2 penalty when The rest of the time, you still suffer from
attempting to use beneficial magic on you, terrible rages. You have the Berserk Edge;
and enemies gain a +2 bonus when using when you go into a rage, you fight with melee
harmful magic against you. attacks preferentially and seem to partially
transform into a monstrous hybrid. Anyone
Glass Jaw [Major Hindrance] who has not seen this transformation before
You don’t know how to take a punch. must make a Fear check.
Maybe you’re naturally fragile, or maybe you
just stiffen up when someone swings at you. Mistled [Minor Hindrance]
Either way, you suffer a –2 penalty on Soak The sight of the Mists fills your heart with
rolls. dread, for you know how easy it is to get lost
within their foggy grasp. You suffer a –2
penalty on Survival rolls to navigate the Mists,
as does any navigator you travel with. You

31
also suffer a –2 penalty on Survival rolls to Edges
follow tracks, even when not in the Mists.

Nightmares [Minor Hindrance]


You don’t sleep well. Indeed, your every Background Edges
visit to the land of dreams is a short trip
through hell. You toss and turn constantly, Arcane Background
and your nightly terrors can even keep up All of the usual Arcane Backgrounds
anyone unfortunate enough to share sleeping (Gifted, Magic, Miracles, Psionics, and
space with you. Weird Science) are available in Ravenloft
Every day when you wake up, you must Reincarnated. Many domains have particular
make a Spirit roll or suffer a level of Fatigue. attitudes toward people with supernatural
This Fatigue vanishes when you sleep again, powers—particularly, the people of most
but it can result in you being almost domains fear magic-users and psychics.
constantly tired even when you’re sleeping
regularly. Cat Eyes
Requirements: Human only, Novice
Outlander [Major Hindrance] Some people, particularly from the regions
This is not your world. You remember a where great hunting cats are common, are
world with blue skies, bright oceans, and born with disturbing bile-yellow eyes. These
sunny days—not this Mist-shrouded hellhole. folk are said to have cat spirits in their
Somehow, you have become drawn to the ancestry, and they are both feared and
Realm of Terror from another world. You respected.
know virtually nothing about the cultures, This character gains the Low Light Vision
history, or metaphysics of the Land of Mists. special ability, allowing him to ignore
You’re lucky to have even picked up one of penalties for Dim and Dark lighting.
the local languages. Additionally, he may communicate with all
You suffer a –2 penalty on Common feline animals as though they shared a
Knowledge rolls related to the world of common language, and gains +2 on
Ravenoft, as well as a –2 penalty on Fear Persuasion rolls with such animals.
tests.
On the plus side, your soul is not as mired Ghost Sight
in the corruption and darkness of the world Requirements: Novice, Spirit d6+
as a native, so you gain a +2 bonus on Dark After a traumatic experience (possibly one
Powers checks. that occurred when the character was so
young he doesn’t even remember it), this
Weak-Willed [Major Hindrance] character gained the ability to see and speak
You might be brave on the battlefield, but with ghosts.
the idea of being laughed at in public makes Even when a ghost is in its normal invisible
your stomach churn. You suffer a –2 penalty state, this character can see them as well as he
on rolls to resist Intimidation and Taunt. can see the living. This can cause trouble,
especially when dealing with ghosts that don’t
realize they’re dead or with ghosts who want
to use the character to communicate with the
living or carry out tasks for them.
Because of your character’s long exposure
to ghosts, he gains a +2 bonus on Fear checks
caused by ghosts. Even when he fails a Fear

32
check from a ghostly source, he rolls a d12 Be warned! The consequences of this
on the Fright Table rather than a d20. choice can be extreme, ranging from serious
maiming to insanity—or worse!
Innocent
Requirements: Novice, Spirit d6+
Your character has an innocence about him Combat Edges
that shines through, pure and clear. You gain
a +2 bonus on any roll made to resist a power Dart Cloud
or special ability generated by a Requirements: Seasoned, Agility d8+,
supernaturally evil foe. This includes vampire Athletics d8+
mind control, the stone gaze of a medusa, You can throw a large number of small
spells cast by evil witches and wizards, and weapons in one quick motion, filling the air
the powers of any character with the Unholy with deadly steel.
Warrior Edge. A character with this Edge can use the
Special: You can only take this Edge at Suppressive Fire action with small thrown
character creation. If you ever commit an act weapons, such as darts or throwing knives.
that would invoke a Dark Powers check or This attack uses three times the weapon’s
gain Corruption, you immediately and Rate of Fire in “shots” as usual (which is
permanently lose the benefits of this Edge. At usually 1 for thrown weapons), all of which
the GM’s discretion, you can select a new are drawn as a free action as part of the
Edge to represent your painfully gained new attack.
knowledge.
Mighty Hurl
Shadowborn Requirements: Seasoned, Strength d8+,
Requirements: Novice, Low-Light Vision Vigor d6+, Athletics d8+
special ability Your hero is able to throw weapons much
You have the blood of the Shadow Fey or a further than normal. You can use thrown
similar eldritch race running through your weapons at Extreme Range. When you do
veins. Your Low-Light Vision ignores so, you suffer only a –6 penalty (rather than
penalties for Pitch Black lighting as well as the usual –8).
penalties from magical darkness. Additionally, when you use a thrown
weapon on a target at Short Range, increase
Veteran of the Dread Realms the weapon’s damage die by one size (so a
Requirements: Wild Card, Novice, Occult thrown dagger would deal Str+d6, for
d8+ example).
You have been facing the darkness longer
than most people—longer than you care to Phalanx Fighter
admit, probably. You’ve done a lot and seen Requirements: Novice, Strength d8+,
more than you ever wanted to. You start at Fighting d6+
Seasoned Rank, which means you have four While firearms are beginning to take their
advances to spend immediately after place on the battlefield, the most common
character creation. formation for large groups of soldiers is still
Such experience comes with a terrible massed troops armed with spears and shields.
price. If you take this Edge, draw a single You can wield a spear one-handed while
card from the Action Deck and show it to the using a shield in the other hand. If you are
GM. He’ll compare that card to the table on adjacent to another character who also has
page 62 to see what dire fate awaits you. this Edge, you gain +1 Armor.

33
Power Edges Druid
Requirements: Novice, Arcane Background
Chosen of Ezra (Miracles), Faith d6+, Survival d8+
Requirements: Novice, Arcane Background You are an initiate in a secretive religion
(Miracles), Spirit d8+, Faith d6+, Occult d6+ that worships the forces of nature. You gain a
The priests of the goddess Ezra are +2 bonus on Faith rolls made to affect plants
frequently trained in mystical ways to repulse or animals (including shape changers using
and destroy unholy beasts from the Mists, the form of animals) with your powers. This
lost spirits and wayward demons that would benefit always applies to the beast friend
seek to tempt and devour humans. power.
You ignore Rank requirements for taking Additionally, you count as one Rank higher
the banish power, and you reduce the final than normal for purposes of using the shape
Power Point cost of that power by 1 change power, if you know that power.
(minimum 0) when you cast it. You must still
select banish as one of your known powers to Familiar
gain these benefits. Requirements: Novice, Arcane Background
Additionally, if you know the light/darkness (Magic), Occult d8+, Spellcasting d6+
power, you ignore the visibility penalty from You have acquired a familiar, a magical
your own casting of that power. The darkness animal that acts as your companion and
has the Trapping of being impenetrable fog. helper. Your familiar is an Extra with the

34
Loyal Hindrance in regards to you. It If the character can use miracles, he
removes the (A) note from its Smarts trait, ignores Rank requirements for the puppet
effectively possessing low human intelligence. power, and he gains +2 on Faith rolls to cast
You can spend Bennies on your familiar’s fear or puppet.
behalf, though it has none of its own.
Other than the Requirements and the Kinetic
above modifications, this Edge works Requirements: Novice, Spirit d8+, Arcane
identically to the Beast Master Edge, but its Background (Psionics), Psionics d8+
benefits only ever apply to one creature. You are a “kinetic,” a person who has the
(You cannot take the “gain an additional pet” ability to mentally control a specific element.
option for taking this Edge multiple times.) That element’s power seeps through
If your familiar is killed, you immediately whenever you use your powers, whether you
become Exhausted. You can summon a new want it to or not.
familiar after 2d6 days. Choose a specific Power Modifier. When
you use that Power Modifier, reduce its cost
Herald of the Dawn by 1 Power Point (minimum +0). You also
Requirements: Novice, Arcane Background choose a specific elemental Trapping, such as
(Miracles), Spirit d8+, Faith d6+, fire, cold, lightning, or force; all of your
Performance d6+, must know the powers to which you apply the chosen Power
light/darkness power Modifier must use that Trapping and no
The priests of the Morninglord are some of others when you cast them.
the staunchest foes of evil in the Land of
Mists, and their elite are the Heralds of the Necromancer
Dawn, wandering messengers and musicians Requirements: Novice, Arcane Background
who are also noted vampire hunters. (Magic), Spirit d8+, Occult d6+, Spellcasting
When a Herald of the Dawn casts the light d8+
power (but not darkness), they reduce the Necromancers are steeped in the lore and
final cost of the power by 1 Power Point rituals of death. They are particularly adept at
(minimum 0). raising the dead and forcing them to serve
The Herald also gains the following new their foul requests. While most heroes
Power Modifier option: should avoid such vile sorcery, few can deny
• Sunlight (+2): The illumination from this its efficiency.
power counts as natural sunlight for the The benefits of the Necromancer Edge are
duration of the power. two-fold. First, the Necromancer ignores
Rank requirements for the zombie power
Iron Lord (though he must still take that power as one
Requirements: Novice, Spirit d8+, of his power selections or acquire it with New
Intimidation d8+ Power).
The Lawgiver is called by many titles, such Second, when casting zombie, the
as the Iron Tyrant and the Black Lord, and Necromancer reduces the final Power Point
his priests are often called iron lords. The cost by 1 (minimum 0).
Lawgiver’s clergy claim that hearing their
god’s true name would strike a mortal dead,
and they excel at leveraging fear into
obedience.
The character gains a +2 bonus on
Intimidation rolls, as well as a +2 bonus to
resist Intimidation and Fear.

35
Professional Edges Scout
Requirements: Novice, Notice d8+, Survival
Monster Hunter d8+
Requirements: Seasoned, Spirit d6+ You are a master of avoiding trouble in the
You are a trained slayer of beasts, ghouls, wilderness. Whenever a group you are part
or other supernatural horrors. You are of draws cards for an encounter, draw twice
completely immune to Fear from one broad and pick whichever card you prefer.
type of creature, chosen when you take this
Edge. This could include ghosts, werebeasts,
vampires, constructs, the ancient dead, or Weird Edges
some other category; if applied to witches, it
includes their castings of the fear spell as well. Destiny’s Child
Additionally, you gain +1 Toughness when Requirements: Novice
suffering attacks from your chosen enemy. You are favored by the higher powers of
The GM is the final arbiter of whether or the universe—a true Major Arcana in the tarot
not this Edge applies to a particular horror. deck of fate. Each game session, you may
This Edge may be taken multiple times, each draw and play an additional Adventure Card.
applying to a different creature type.

Musketeer Guts
Requirements: Novice, Agility d6+, Fighting Requirements: Seasoned, Spirit d6+
d6+, Shooting d8+ You have hardened your spirit to the soul-
Firearms are a relatively new addition to crushing terrors that haunt the world. You
the world of combat, but some characters suffer only half the usual penalty (round
have already mastered the art of the quick down) from Sinkholes of Evil on Fear
reload. checks.
A character with this Edge reduces the Additionally, when you suffer a roll on the
Reload rating of a black powder weapon by 1 Fright table, subtract your Rank-based bonus
(minimum Reload 1). Additionally, the to Fear checks from the d20 roll. (So at
character gains a +1 bonus on Fighting rolls Seasoned Rank, you would subtract 1, and so
with bayonets or when using a firearm as an on.)
improvised melee weapon.
Revenant
Outrider Requirements: Novice, Spirit d6+
Requirements: Novice, Agility d6+, Vigor You have unfinished business—and you
d6+, Riding d8+ were willing to pay a terrible price for the
The thunderous charge of hooves can chance at resolving it. You have been reborn
mean devastation on a battlefield or victory in as one of the living dead, a revenant. The
a chase. Some riders have training or talent details are on page 64, should you be brave
that puts them a cut above the rest. (or foolish) enough to take this devil’s
A character with this Edge gains a +2 bonus bargain.
on Riding rolls. Additionally, the character This Edge can only be taken at character
can spend his own Bennies to make Soak creation. Getting it later requires dying and
rolls for his mount. This is a Riding roll at –2 being very lucky—or very unlucky. The GM
(canceling out the bonus from this Edge); has more information about the process.
each success and raise negates a wound that
the mount would have suffered.

36
Venom Drinker Crushing Blow
Requirements: Novice, Vigor d8+ Requirements: Legendary, Strength d10+,
You have been exposed to trace amounts Fighting d10+
of poison regularly for much of your life, Your blows are strong enough to crush
making you highly resistant to poisons and bone and shred sinew. When you make an
venoms. You gain a +2 bonus on Vigor rolls attack with a two-handed weapon, you gain
to resist the effects of poison. AP 2 (which stacks with any AP from the
Additionally, if you fail a Vigor roll against weapon itself). Additionally, you inflict +1d10
fatal poison, you may spend a Benny to damage on a raise with two-handed close
become Incapacitated instead. If you survive combat attacks instead of the usual +1d6
the Incapacitation roll, you fall into a death-
like coma for 1d6 days; only a Healing check Hand of Doom
during this time can determine if you are Requirements: Legendary, Trademark
alive or dead. When you wake up, you do Weapon, Fighting or Shooting d10+
not have any additional wounds, but you are Some weapons take on the legendary status
Exhausted; this condition recovers with rest of their wielders, becoming powerful relics in
normally. their own right. This character’s legend has
become so powerful that his favored weapon
shares his indomitable soul.
Legendary Edges Choose a weapon to which the player has
applied the Trademark Weapon Edge. That
weapon becomes a relic, infused with magic
Archmage
and incredible power. The weapon’s base
Requirements: Legendary, Smarts d10+,
damage gains an extra die (so a sword
Spirit d8+, Arcane Background (Magic),
normally dealing Str+d8 would instead deal
Concentration, New Power, Occult d10+,
Str+2d8, while a pistol inflicting 2d6+1 would
Spellcasting d12+
increase to 3d6+1). If it is a melee weapon, it
Only the most powerful wizards can hope
gains +1 Parry; if it is a ranged weapon, its
to aspire to the lofty heights of the archmage,
base ranges are increased by half again (so a
the undisputed masters of the arcane.
weapon with a range of 12/24/48 would
An Archmage’s powers cannot be
become 18/36/72).
disrupted by being Stunned or Wounded.
This Edge applies to the weapon, not to the
Additionally, when the character is Bound,
character. If the relic is lost or stolen, the
he may still cast spells at a –4 penalty to the
benefits go with the weapon.
Spellcasting roll.
At the GM’s discretion, a relic weapon may
gain an additional unique power, such as
Champion of Dread returning to the wielder’s hand when
Requirements: Legendary, Spirit d10+, Guts dropped or glowing white in the presence of
Terror is for lesser men. What some call vampires.
Hell, you call home. You ignore penalties
from Sinkholes of Evil and creature abilities
Lightbringer
when making Fear checks.
Requirements: Legendary, Spirit d10+, Vigor
Additionally, when you fail a Fear check,
d8+, special
you may move your result on the Fright
The rarest of heroes in service to the forces
Table up or down one category. You never
of good may experience a sort of ascension,
suffer permanent phobias or insanity from a
becoming a veritable living angel.
roll on the Fright Table; any such penalties
Lightbringers no longer age and are
disappear after a night’s rest, though you
restored to the physical peak of their youth.
suffer a level of Fatigue the next day due to
spiritual malaise.

37
They are immune to poison and disease, and You are a master of the human mind—
they no longer need to eat, drink, or breathe. controlling it, dominating it, twisting it. When
A Lightbringer can only die from you use the puppet power, its Duration is 5
intentional harm, not from accident, minutes. You can maintain telepathic
happenstance, or environmental conditions, communication with your victim at any
though those hazards can incapacitate the distance, allowing you to continue controlling
character for long durations if he remains in him even when he is out of your sight.
such circumstances. Should he be “killed” in Additionally, your puppet power cannot be
such a fashion, he appears dead until his disrupted by your becoming Shaken, though
wounds heal. you must still check for disruption if you are
Even physical harm has difficulty keeping a Wounded or Stunned.
Lightbringer down, as the character gains
Slow Regeneration, allowing him to make a Tactical Genius
natural healing roll once per day. Requirements: Legendary, Smarts d8+, Battle
A character cannot take this Edge if he has d10+, Fighting d8+
ever failed a Dark Powers check, even if he You are a commander without equal in the
later atoned for his actions. world. An army under your command can
turn the tide against far larger forces with ease
Lord of Death and crush smaller armies without breaking a
Requirements: Legendary, Smarts d8+, Spirit sweat.
d10+, Arcane Background (Magic), When fighting a larger force in a Mass
Necromancer, Occult d8+, Spellcasting d10+, Battle, the opposing force halves their Force
must know the zombie power Bonus (round down). You are always
The most powerful necromancers are considered to have at least a +1 Tactical
veritable lords of the dead, masters of a Advantage modifier due to your superior
kingdom of graves. Any zombie raised by this tactics.
character improves its Strength and Fighting Additionally, you reduce any Morale
by one die type. penalties by 2 points if you have to make a
Additionally, when the character makes a Morale check.
zombie “permanent,” they only invest half
the Power Points (round up) spent to create it Unstoppable
in order to keep it functioning. Requirements: Legendary, Spirit d8+, Vigor
d10+, Harder to Kill, Improved Nerves of
Mindbender Steel
Requirements: Legendary, Spirit d10+, You just won’t stop fighting, no matter the
Arcane Background (Psionics), Persuasion odds. Once per round when you would
d8+, Psionics d10+, must know the puppet suffer one or more Wounds, you receive a
power free Soak roll.

38
39
40
Chapter 3:
Gear and Equipment

The cultures in Ravenloft vary in their level Corebook Gear


of technological development and cultural
advancement, and these advances are often
Ravenloft Reincarnated assumes that the
inconsistent when compared to other worlds.
majority of pre-modern gear in Savage
A given domain might well have steam
Worlds Adventure Edition is available to
engines but not gunpowder, or advanced
player characters, both at character creation
metallurgy and chemistry with no
and as the GM sees fit afterward.
understanding of physics. Iron and steel
Many of the items presented in the Gear
weapons are common in most places, though
chapter of the corebook have different names
a few rare domains are stuck in something
or depictions in Ravenloft. The “Kentucky
like the Bronze Age.
rifle” is better known as the Mordentish
Money is also a complicated affair in the
longrifle or Drakov’s Bane in the Civilized
Land of Mists. Most domains are advanced
Crescent, for example.
enough to use money for transactions rather
As a general rule, any ancient or medieval
than barter, but the denominations and types
equipment presented in SWADE is
vary from nation to nation.
appropriate for a Ravenloft Reincarnated
For the sake of simplicity, all prices are
campaign, while modern gear only makes an
listed in silver pieces, the common coin of
appearance for low-end modern gear (like
most lands. Individual domain descriptions
brass knuckles) or as the creations of mad
will discuss the ways their monetary system
science (like a bangstick).
varies, including coinage of other precious
metals (such as copper, gold, or platinum),
the shapes and appearances of those coins, Armor
and their relative value to one another. Armor is a contentious issue in many lands
Because of the variation in technological of Ravenloft. While it still has its place on the
level and coinage from place to place battlefield, most nations abhor it in civilized
(including some regions that only use the circumstances. Unless the armor is
barter system rather than actual minted particularly subtle, it tends to draw derision
money), the prices listed in this section can and disdain from the “better” sort of people.
vary wildly. Some equipment might not even Consider that any character wearing armor
be available at any price without going suffers a penalty on Persuasion rolls equal to
through the black market or foreign traders. half his Armor bonus (round down) when
Firearms are particularly rare in many dealing with high-class individuals. People
domains, having only begun development in from the lower classes are generally used to
the alchemy laboratories of the Civilized someone wearing armor being able to do as
Crescent within the last century or so. Even they like, so this penalty doesn’t usually apply
ammunition is scarce for such weapons in to them.
many regions.

41
Special Materials suggest its level of technological
Among monster hunters, it is well known development, trading partners, and general
that some beasts are highly resistant to wealth, which the GM can use as a guideline
mundane steel or iron weapons. Silver, gold, to help determine what goods and services
or more exotic materials still might be will be available in a given locale.
required to put down a supernatural creature. Finding a weapon made of special materials
While few smiths openly offer to forge (see above) or having one made causes a
bullets or coat swords in silver, the right price Wealth roll to suffer at least a –2 penalty,
can pay for any number of eccentric requests. and up to –4 for some items. In general, if a
Generally speaking, if a smith with the domain’s darklord would be harmed by a
required expertise can be found to make a given material, local merchants’ and
weapon out of an unusual or valuable craftsmen’s unwillingness to traffic in such
material it multiplies the base price of the goods would certainly justify a –4 penalty.
weapon, depending on the exact item in
question. Silver weapons usually run five the
weapon’s base price, while a weapon made Magic Items and Treasure
from gold might cost ten times as much.
Weapons made from soft metals like silver As mentioned above, action-horror settings
and gold subtract 1 from their AP value (if tend to downplay the importance of gear, and
any). Gothic settings in particular tend to depict
Cold iron is another common request for their heroes as either upper class (or at least
monster hunters. The difficulty involved in upper-middle class) individuals with little
working it makes it cost twice as much as need for employment or wandering
normal. Since cold iron has not been heated vagabonds perpetually on the edge of hunger
in a forge before working it, it contains no and desperation.
carbon and is thus very brittle. Despite these two extremes, there is one
Weapons made from special materials tend area in which the importance of gear can
to be less durable and more vulnerable to become apparent: magic items. The original
destruction than weapons made from reliable Ravenloft setting was a Dungeons & Dragons
steel, bronze, or worked iron. As such, a world, with the attendant assumptions about
weapon made from special materials is +1 swords and the like. The later
broken on a Critical Failure unless it is also incarnations of the world have downplayed
enchanted in some fashion. this treasure dependency, but the Land of
Mists remans a magical world at heart—albeit
dark and chaotic magic nestled within a
Wealth rotten black heart.
Magic treasure can generally be divided
In most domains, the Land of Mists is just into three categories: temporary items (the
beginning to develop concepts like credit, traditional fantasy potions, scrolls, wands, and
speculation, and the like. Still, an action- the like), permanent magic items (enchanted
horror setting isn’t exactly a perfect place for swords and armor, cloaks of invisibility, and
characters who obsess over looting downed so on), and relics (artifacts of immense
foes or have to keep track of every silver power, usually touched by the Dark Powers).
penny of expenses—especially in a world While player characters and NPCs can
where every nation has its own coinage and craft temporary magic items through the use
accepted rates of trade. of the Artificer Edge (or by being a weird
With that in mind, Ravenloft Reincarnated scientist, per the Arcane Background), these
encourages the use of the optional Wealth items can also be found in the possession of
system (SWADE 145). Each domain will enemies or monsters, and in ancient tombs,

42
having lost none of their potency with the shadows, and so on). Such items might also
passing of years. For campaigns that utilize grant some minor bonus, such as a flaming
“random treasure,” these minor magic items sword dealing fire damage and having a
are good choices as they offer both additional chance to set enemies aflame.
capability and strategic choices to players. Relics can be the focus of an entire
More powerful permanent items should adventure, either in the hands of a dreadful
never be given out as random treasure. These foe or as a quest for the heroes to acquire or
objects offer too much utility and strength to destroy them. Some relics are essentially
be found on a whim—not to mention that any indestructible, forcing the heroes to search
enemy aware of what he possesses will for a means of sealing them away forever.
certainly use his “treasure” against the heroes. Regardless of the reasons, a relic should
A permanent magic item might give a +1 or always take center stage in a story in which it
+2 bonus to its primary use (so to Fighting appears.
and damage rolls for a sword, Shooting and
damage for bows, Stealth for a cloak of

43
44
Chapter 4:
Magic of the Dread Realms

Magic is a reality in the misty lands of wizards, witches, or warlocks, their power
Ravenloft, though it tends toward the subtle stems from a similar place of knowledge,
and mysterious rather than the loud and discipline, and willpower.
obvious. While most people believe in magic In most domains, the traditional method of
to one degree or another, most of have never learning sorcery is from master to apprentice;
seen it in action, leaving it in the realm of a particularly gifted master might keep more
legend and rumor—something to be feared than one apprentice at a time if likely
and avoided whenever possible. candidates can be found, but this is rare. This
Some domains take this a step further, system passes on learning from an older,
regarding all magic as unholy or evil, more experienced spellcaster to a younger
persecuting its practitioners with steel and one, a child or teenager who will be steeped
flame. A few domains have begun to in the craft as he grows.
formalize magic study instead, regarding it as A few domains have begun to create
just another science to be mastered. schools of academic magic, places where like-
The truth is that magic is a chaotic force, minded arcanists can gather to debate the
difficult to learn and more difficult to master. points of their craft and refine it for future
Even those who spend their lives studying generations. A few places also have enough
magic can find it turning on them suddenly— magical practitioners for the formation of
to their doom, in some cases. Powerful covens, hermitages, or other non-scholarly
mages can kill with a gesture or heal with a gatherings of spellcasters. These societies
touch, but a single syllable spoken wrong can often have rules of their own that are as
leave their nerves burning and their flesh restricting as any found in the halls of
crawling in pain. academia.
Some laymen speak of “arcane” and
“divine” magic, but scholars of the mystical Miracles
know that there is only one force that all Paradoxically, the group that produces the
spellcasters tap into for their powers. While most magic-users is also the group that
some approach that force with discipline and condemns other traditions of magic most
learning, others do so with humility, often: so-called “clerics.” While most priests
supplication, or raw intuition. There are as of any given religion cannot use magic, the
many ways to use magic as there are people special techniques that allow the clergy to
to use it, though some broad traditions apply. open their minds to the “still, small voice” of
their god produces a fairly large number that
Magic can perform at least basic “miracles.”
The power referred to as “magic” (as in the Temples don’t like to admit that a priest
Arcane Background) is more precisely who forsakes his faith often keeps his powers,
known as “sorcery”—the utilization of chaotic instead warning of all manner of dire
arcane energies to work the caster’s will upon consequences for those that abuse their “god
the physical world. Whether called sorcerers, given” gifts. Wizards sneer that mystical

45
clerics are just another kind of sorcerer, and Unsurprisingly, the general approach and
a delusional kind at that; their bitterness attitude of those who pursue this art has
might be justified, given how many faiths of caused them to be labeled “mad scientists” by
the Land of Mists regard “witches” as unholy. the general populace. While many of them
do indeed have mental illnesses—generally
Weird Science obsessive tendencies and the like—it is the
So-called “weird science” (or “alchemy”) is unpleasant behavior of a small number of
a method of using machines and enlightened practitioners that gives the profession as a
chemistry to harness and guide magic in ways whole a bad name.
that the human body and mind cannot.
Arcane inventors craft bizarre machines to Psionics
channel the mystic forces of the universe, Perhaps the greatest arcane mystery of
producing wonders and horrors. While this Ravenloft are so-called psychic powers.
still stems from the same font of power that While magic-users generally claim that
wizards draw upon, the methodology is even psychics are just a sort of inward-looking
more scientific and rigid than the most wizard, they seem to actually draw on a
scholarly sorcerer. different kind of power than traditional
These methods make weird scientists very spellcasters. The “psionic” energy used by
limited in their understanding in some ways, psychics comes from within, a reflection of
but their machines offer many benefits. their inner strength, rather than from the
Primarily, it is far less likely that a misspoken unformed chaos of magic.
word or mistaken gesture will end with the
inventor catching on fire.

46
Many psychics speak of a realm they call the living. If an intelligent undead creature
“the Nightmare Lands,” where horrifying gains a raise on its Smarts roll to resist mind
beings with immense mental powers reading (or a similar power), it is not only
constantly search the world for other beings aware of the mental intrusion but can feed
with similar abilities. Those psychics who go the caster whatever information it desires,
looking for the truth about the Nightmare allowing the caster to believe their power was
Lands often disappear, never to be seen successful.
again. Puppet: Stealing another person’s bodily
autonomy is a morally iffy proposition at the
best of times. If the caster uses their control
The Limits of Power to force the victim to do something
loathsome enough that it would incur a Dark
Powers check, the caster suffers the check
Ravenloft is a world where mystical powers
instead, with an additional –1 penalty.
are dangerous and often chaotic in nature.
Resurrection: When the resurrection
Psychics have uncontrollable flashes of
power attempts to draw back the curtain of
precognition, mages sometimes crackle with
death, something other than the person can
eldritch sparks even when not using their
come back in their stead. A Critical Failure
spells, and even priests occasionally fall into
on the casting roll causes the body to rise
fits of glossolalia or religious awe.
again—but as some sort of undead
Because of this, most forms of supernatural
monstrosity, demon-possessed corpse, or the
power are feared and hated in many places
like. A failure on the casting roll prevents that
throughout the Land of Mists. Magic in
person from ever being brought back from
particular is a favored bogeyman for
the dead.
superstitious peasants looking for rhyme or
Zombie: It cannot be denied that using
reason from their misfortunes. A few nations
supernatural abilities draws the attention of
regard people with unusual powers as gifted
the “Dark Powers” more often than merely
or simply different, but those with prejudice
mundane evil, but few powers are inherently
and hatred toward such individuals are far
wicked or unholy. The major exception is the
more common.
zombie power—those who truck with the
Given the closeness of the Land of Mists to
undead are always corrupt in some fashion,
the powers of death and darkness, certain
and using that power always risks the
powers are modified in the Ravenloft
attention of the Dark Powers
Reincarnated setting.
Mind Reading: Undead creatures have
greater control over their own minds than do

47
48
Chapter 5:
Secrets of the Dread Realms

The secrets contained within this chapter occurred in the Scourge of Arak or the
are for the Game Master only, so anyone Grand Conjunction.
wishing to preserve the horror and mystery of Lacking outside references, Ravenloft’s folk
the world of Ravenloft should turn back now. see nothing unusual about the Misty Border
Some things cannot be unlearned once they or other eerie features of their little world. In
are learned, so proceed with caution. many ways, the Land of Mists behaves just
like the true worlds of the Material Plane: the
sun and moon turn in regular cycles, just as
The Ways of the World the years cycle through expected seasons.
The domains of a given cluster all typically
share the same sky and general climate.
Ravenloft’s inhabitants often call their
world the “Land of Mists,” and for good
reason: Ravenloft has an unknown size and Domains of Dread
shape. Although Ravenloft’s breadth cannot A domain is the basic unit of metaphysical
be measured, it forms a relatively small geography in the world of Ravenloft.
world—what some might call intimate, others Unbeknownst to most of the world’s
claustrophobic. As new domains appear or inhabitants, each domain is a mystical prison
old ones fade into the Mists, the Realm of cell for a single being (or a small group of
Dread expands and contracts, like the chest related beings, in rare cases). This being is
of a sleeping beast. the domain’s darklord, a monstrous and
No one truly knows how many domains lie tragic figure who damned himself through his
within the Mists; theoretically, the total is selfish and cruel actions. Unable to turn from
limitless. More than one hundred domains the path of corruption and evil, the darklord
have been recorded by geographers and instead descended into depths of depravity
explorers, but the number of existing open to only a few, coming out as something
domains frequently fluctuates. A domain may more—and less—than human.
be as small as a forlorn house or as large as a Domains are the prisons of the darklords,
country with tens of thousands of inhabitants. but they are also their playgrounds. A
Some domains have vanished entirely—often darklord possesses incredible powers within
amid rumors of their destruction—only to his own land but is physically unable to leave
emerge from the Mists unscathed years later. its boundaries. Additionally, the domain
The Mists can also reshape the geography seems almost intentionally designed to taunt,
within domains. This may occur slowly and mock, and thwart the darklord, offering him
subtly, as with the “Mist-led” phenomenon or his greatest desires but leaving them
the gradual revelation of the Nocturnal Sea, perpetually out of reach.
but unusual events can also trigger sudden A domain might or might not share
and startling changes, such as those that political borders. It might be a recognized
nation with a political system, or it could be a
desolate wasteland known to its neighbors

49
only by reputation. It could be a sizable
portion of an existing country, or little more
than a crumbling house and its attendant
grounds. The darklord might openly rule the
nation, be the power behind the throne, or
be the metaphysical master of the domain
while possessing no outward fame at all.
There are few absolutes when it comes to a
domain’s nature.
Domains generally come in two broad
forms: clusters and islands. A cluster is a
group of thematically similar domains that
share physical borders and political or
cultural entanglements. The Core is the
largest known cluster, a whole continent of
major and minor nations, all held together
through mutual history, trade, and
acknowledgement.
An island is an isolated domain, either
physically an island in one of the great seas
beyond the Core or a metaphysical island
caught in the Mists, separated from
everything else. Such truly isolated domains
sometimes have reliable paths that lead to
other domains, known as Mistways, while
others can only be found by happenstance
and misfortune.

Sinkholes of Evil
Ravenloft is a land shaped by passion and
fear. Emotions linger, forming ethereal
resonance. If these emotions are powerful
enough, they can seep into the subconscious
minds of creatures on the material plane.
Dark deeds leave their stain on the very land,
and the cruelest of beings—the darklords—can
create them simply by their very presence.
All resonance is imbued with one or more
focal emotions. A secluded grove used for a
lovers’ tryst may retain echoes of their desire;
a torture chamber may retain the fear and
hatred its victims felt for their captors. When
acts of evil spawn resonance, such as a torture
chamber or the lair of a serial killer, the
imbued evil causes the area to become
spiritually unclean. In these “sinkholes of
evil,” the spiritual malevolence quietly

50
weakens resolve and bolsters evil, making it this rating, just due to the influx of terror
easier to give into fear and terror while brought on by urban life.
strengthening creatures that feed on it.
Some corrupt beings without the ego to Sinkhole Rating 2 (Tainted)
forge domains of their own instead generate No one goes near the creepy old house on
sinkholes of evil, isolated pockets of darkness top of the hill. The land looks about the
that serve as “mini-domains” in which their same, but the shadows are just a little bit
will distorts reality. A sinkhole of evil must be longer. It’s not really safe to go out alone at
a place of true darkness; a mere bandit’s lair night, but it’s not a death sentence, either.
does not possess enough evil resonance to When people disappear—and they do—it’s
count, but the home of a serial murderer who usually not anyone important or prominent.
tortured his victims veritably seeps with their This is as bad as most places get, barring
psychic screams. the intervention of a truly horrific event.
A sinkhole of evil’s rating acts as a penalty Most people who live in the area’s influence
to Fear checks made in the area, and it adds not only believe in monsters, they take
to the result of rolls on the Fright Table. precautions—mostly ineffective—against them.
Additionally, supernaturally evil beings gain a
bonus on rolls made to resist their specific Sinkhole Rating 3 (Forsaken)
weaknesses while within the area of a Things are starting to get a little weird.
sinkhole. For example, a vampire exposed to There are occasional disappearances, and
a holy symbol would gain the sinkhole’s probably more than a few weird creatures live
rating on his Spirit roll to avoid being close by (though folks don’t really talk about
repulsed, while a werewolf who was wounded it out of fear). Don’t go out at night without a
with silver would gain it on a bonus to Soak weapon or a friend.
rolls (if he made a roll to Soak). Level 3 Sinkholes are only produced by
Sinkholes of evil are rated 0 (normal chilling events of terror and despair, such as a
location) through 5 (phantasmagoria). gruesome torture or the lair of a mortal fiend,
like a serial killer. People don’t live in places
Sinkhole Rating 0 (Normal) like this unless they have no other choice.
This is a normal place, the default for an
area that has seen no particular atrocities or Sinkhole Rating 4 (Abhorrent)
terrors. The natives are friendly, the sky is There are mysterious disappearances as a
blue, and you can walk the streets at night. regular occurrence, and when the bodies are
Even Level 0 areas can be dangerous, but found, it’s piece by piece. The land itself
they aren’t malevolent like regions of genuine starts to change: the shadows on the cliffs
ethereal corruption. start to look like leering faces, or cornrows
As an unfortunate side effect of all this always seem to rustle as if something’s hiding
peace, though, most people in such areas within. The winds might whisper your name.
(which comprise most of the world) either Going out alone at night is an act of fools or
don’t believe that monsters exist or don’t the suicidal—and even the daytime is unsafe.
believe that they could come here. Even well-armed folk fear the dark.
Genuine abominations create Sinkholes
Sinkhole Rating 1 (Eerie) this terrible, such as the lair of an ancient
In such places, some folks believe monsters vampire or the site of a mass murder.
exist even if they haven’t seen any. The sky is
still blue, but if you have to go out at night, Sinkhole Rating 5 (Phantasmagoria)
bring a friend along—just in case. This is as bad as it gets: a full-blown
Most large cities have buildings, nightmare landscape. Monsters run rampant,
neighborhoods, or entire districts that are at rocks look like skulls, and not only do the

51
winds whisper your name, they do so in your mountain a world away. The Mistways have
dead friends’ voices. Anyone out at night is only their own internal logic, which usually
most likely doomed. Those abroad by stymies attempts to understand it. Wanderers
daylight probably aren’t much safer. and wayfarers therefore must be people of
Some phantasmagoria are subtler—but just stern will or else be utterly mad.
as deadly—and even these are likely to have The difficulty involved in traveling the
horrible legends surrounding them. Only the Mistways tends to keep trade and politics
most horrific and deadly locales have this local. Nations trade with neighbors they share
dubious honor, and they are names that echo a physical border with, and only the most
with dread—names like Castle Ravenloft or ambitious promote cross-Cluster trade. Some
the House on Gryphon Hill. Mistways are reliable enough that such trade
has gradually become more common, but
even this trade tends to be limited in scope.
The Mists of Ravenloft A silversmith from Borca might export his
wares to Barovia in exchange for wool or
brandy, and the Barovians in turn might
Ravenloft is a world unlike many that
trade that silver to Nova Vaasans who come
players may be familiar with. Rather than
to their country with horses and gold, but the
being a single contiguous world, where land
Borcans and Nova Vaasans would never
and sea give way to other lands and other
interact directly. Anything further away than
seas, the Realm of Terror is actually many
one’s home country is “distant”; anything
small self-contained regions physically and
outside one’s home Cluster is distinctly exotic
metaphysically separated from one another
or foreign.
by the Mists. No one is exactly sure what the
Mists are, but they are not common fog.
They ebb and flow independent of the wind Mist Influence
and weather, and they often seem vaguely The influence of the Mists is a major setting
alive—even aware. issue in Ravenloft. When the Mists roll in,
The Mists surround and contain every terror reigns. Mechanically, the influence of
Cluster and Island, frequently flowing into the Mists increases a region’s Sinkhole of Evil
those regions at unpredictable times. The rating by +1. This means that even normal
Mists seem to bolster the powers of fear and places become frightening under the
terror, draining men of their courage and influence of the Mists, while already-
giving new strength to the evils that plague fearsome places become downright terrifying.
mankind. They lead travelers astray, turning Generally, this bonus cannot increase an
even familiar landmarks into strange vistas. area’s Sinkhole rating to more than 4; a
Worse, they seem to bend space (and time?) Phantasmagoria only exists when the region
in unusual ways, making it possible for a trip has become so drenched in evil that it cannot
that should take days to take only hours, or be redeemed—except possibly by cleansing
for a simple jaunt to the next town to end up fire.
with the traveler lost in a new land. The Mists are also thicker and more
Those that must travel outside their cloying than natural fog. Being caught in the
homeland prefer to stick to the Mistways, Mists imposes a –2 penalty on Notice rolls,
paths through the Mists that are known to be Survival rolls made to track, and ranged
at least somewhat reliable. While some attack rolls. This penalty stacks with the
Mistways conform to known roads and rivers, penalty for Dim or Dark lighting, but
others defy the laws of distance utterly. A imposes no further penalty in Pitch Black
random fog-filled cave on a mountainside conditions.
could admit a traveler in one land, only to
spit him out again on a completely different

52
Domain Borders Mist Navigation
The Mists are often present at the borders Traveling the Mists is a dangerous
of domains, gradually fuzzing the edges of proposition, even for experienced travelers.
reality until a traveler realizes that he has Only the brave or the foolhardy attempt it on
walked off the map entirely. A person who a regular basis. The Mists seem to have a
leaves a domain with no clear idea of where vague consciousness of their own, one that
he is going just walks out into impenetrable seeks to test, taunt, or terrify travelers, leading
fog, wandering until fortune fetches him up them astray if their minds wander or their
in another land. Even if the traveler decides nerve breaks.
to turn around and walk straight back to Mechanically, navigating the Mists requires
where he came from, he finds himself lost; a Survival roll. A successful roll lets the
he might have walked for a minute or a day, traveler and his group reach their destination
but just going back the other way helps him in more or less the amount of time they were
not at all. expecting, while a raise gets them there in
A traveler who walks a known Mistway or half that time. A failure uses up the default
has a strong idea of where he is going can be amount of travel time, followed by a new roll.
wandering the Mists for hours, days, or weeks A critical failure puts them someplace they
before he reaches his destination. The first didn’t expect to go—and probably someplace
indication he has that he is leaving the Mists dangerous.
is a slight lessening of their thickness, The character leading the group through
followed by a sudden dissipation. In the wake the Mists must have a clear idea of where he
of that dissipation—like a strong wind with no wants to go. He must have either been to his
movement of air—he finds himself destination before, be traveling on a Mistway
somewhere else. He might be on the very that is known to go to that destination, or
edge of the domain he entered, or he might have an extremely accurate description of his
be many miles into it. No one ever sees such destination from someone who has been
travelers arriving; they simply seem to wander there before. If it turns out that a description
into an observer’s field of view from around a is inaccurate or an outright lie, a successful
corner, or behind a rock, or to arrive in a roll leads to someplace similar while a failed
bank of fog. roll counts as a critical failure.
A darklord’s powers often allow him to The Sea of Sorrows presents a unique
“close” the borders of his domain, drawing opportunity for travelers. While it represents
forth the Mists to make it impossible to enter a dangerous medium of transportation, it can
or leave. Such closings are generally reach many domains that are not able to be
temporary; even if the darklord were willing reached by land routes. The Sea of Sorrows
to close his borders permanently, few have is a unique Cluster in that its physical borders
the willpower necessary to keep their domain touch on the physical borders of other
borders closed for more than a few hours or Clusters; a sailor can leave the Civilized
a few days. Crescent by ship, sail across the Sea of
Such closings are generally thought to be Sorrows, and arrive at the shores of the
the natural tide of the Mists, surging suddenly Verdurous Lands with only the thick ocean
to make travel impossible, while others are fog to indicate that he has crossed domain
obviously unnatural phenomena. Darklords borders.
who seek obscurity avoid using this power
unless absolutely necessary. Those that hold
power openly sometimes admit that the
phenomenon is under their control—one
more power they possess by the “divine right
of kings,” or some other such nonsense.

53
Navigation Modifiers level, which can be modified through
Modifier Circumstance Persuasion checks as usual.
+4 Traveler is using a reliable Mistway
+2 Traveler is using an unreliable Mistway • 2-5: Unfriendly. The encountered NPCs
+0 Domains are connected by the Sea of Sorrows
–2 Domains share a Mistway but traveler not using it
may mislead the PCs, steal from them, or
–4 Domains do not share a Mistway simply bad-mouth them, but won’t start a
–6 Traveler is acting on description only
fight unless threatened.
• 6-10: Uncooperative. The encountered
Travel Times
Distance Time NPCs are indifferent to the PCs unless
Traveling a reliable Mistway 1d6 days approached with special hostility or
Traveling an unreliable Mistway 2d6 days
Traveling on the Sea of Sorrows 3d6 days goodwill.
Traveling the Mists without a Mistway 4d6 days • Jack-King: Neutral. The encountered
NPCs will give good advice, trade fairly,
or otherwise have a pleasant encounter
Encounters in Ravenloft with the PCs without any special
coercion. They expect fair payment for
Traveling is dangerous in Ravenloft. For any aid.
every day of traveling within a domain, draw a • Ace: Cooperative. The encountered
card from an action deck; if the card is a NPCs are generally sympathetic, helping
Clubs card, an encounter occurs. A second in the player characters’ current endeavor
card is then drawn to determine what kind of for a small fee, favor, or kindness.
encounter occurs.
Diamonds: Treasure
Clubs: Obstacle The heroes stumble across something of
The heroes encounter an obstacle of some value—probably guarded or trapped, but
kind and must figure out how to circumvent valuable nonetheless. Some examples include
it. Some examples include a flooded river, a a wrecked merchant’s wagon with valuables
collapsed bridge, a large tree across the road, still on it, a small treasure cache in a cave or
and so on. If the obstacle cannot be hollowed-out tree, or a minor magic item in
overcome, it wastes the day’s travel, the clutches of a very unfortunate skeleton.
effectively setting the group back a day. • 2-5: Minor Fortune. The heroes find the
• 2-5: Minor Obstacle. The heroes receive equivalent of 2d6 silver coins with very
+2 on any roll made to overcome the little to no trouble attached to it.
obstacle. (Examples: A lost coin purse with no
• 6-10: Moderate Obstacle. Any roll name on it. A spilled box of supplies.)
needed to overcome the obstacle is made • 6-10: Moderate Fortune. The heroes find
without bonus or penalty. the equivalent of 2d6 × 2 silver coins with
• Jack-King: Major Obstacle. Any roll a small difficulty or hazard attached.
needed to overcome the obstacle suffers (Examples: A wrecked merchant’s cart
a –2 penalty. with a couple of bandits still picking it
• Ace: Dramatic Obstacle. Overcoming the over. A stashed treasure chest with a
obstacle is a Dramatic Task. trap.)
• Jack-King: Major Fortune. The heroes
Hearts: Strangers find the equivalent of 4d6 × 2 silver coins
The group comes across one or more with a serious difficulty or hazard
nonplayer characters such as merchants, attached. (Examples: A wrecked wagon
hunters, a guide, or even other adventurers. laden with supplies, swarming with
The draw determines their starting reaction wolves. A hidden cache of treasure in the
same cave as a sleeping bear.)

54
• Ace: Mixed Fortune. The heroes find a • Jack-King: Major Threat. The heroes will
minor magic item or a treasure cache be tested this day, facing a deadly assault
worth 4d6 × 10 silver coins—but real that will push them to their limits. Their
trouble is right behind. (Examples: A opposition includes one or two powerful
silver sword belonging to a noteworthy Wild Cards and three to five times as
monster hunter, which draws the wrong many Extras as PCs, or they stand against
kind of attention. An enchanted brooch as many Wild Cards as PCs.
that makes the wielder resistant to spells, • Ace: Overwhelming Odds. The heroes
which was stolen from an angry wizard.) are in a serious situation this time—and
they might not get out alive. The
Spades: Enemies opposition starts with two to three times
Monsters, enemies, or hostile beasts bar as many Extras as PCs, then adds a like
the way. Unlike a Hostile NPC encounter, an number every new round for 1d6 rounds
encounter of this sort generally offers no afterwards; or they face an equal number
chance for negotiation. Perhaps the of powerful Wild Cards, with supporting
opponents are bandits or thieves out to rob Extras. Either way, running is probably a
the heroes of coin and life, or perhaps they better strategy than fighting.
are simply unwilling to listen to anything their
opponents have to say. Red Joker: Champion of Ravenloft
• 2-5: Minor Threat. The enemies arrayed The heroes encounter a legendary
against the heroes are hardly adversaries champion of the setting, a true paragon of
worth the name. They face one weak light in a world of darkness. This hero might
Wild Card or as many Extras as there are be on his way to an adventure of his own and
PCs. in need of stalwart companions, or perhaps
• 6-10: Moderate Threat. The heroes face he just has useful information to share with
a suitable challenge. They face one or the player characters.
two Wild Cards and up to twice as many See Chapter 9: The Doomed and the
Extras as PCs. Damned for a few possible people the heroes
can meet.

55
Black Joker: The Damned or evil? Some sages point to the outlander
The heroes run into or are drawn into the darklords. The Dark Powers have forever
machinations of a darklord. They might have imprisoned these foul villains in realms of
been on their way to somewhere else, but eternal perdition. The Dark Powers never
their path is now set on a collision course actively seduce the righteous into evil; they
with one of Ravenloft’s damned and merely react to those who have already
doomed. An encounter with a darklord succumbed to inner wickedness. The Dark
should turn into an adventure all its own—and Powers do not behave like demons; they do
one the heroes are unlikely to forget. not corrupt souls through malicious trickery.
Each domain’s description includes In this sense, the Dark Powers are a force of
information about its darklord, and some of austere justice, reserving their cruelty for the
them have fuller entries in Chapter 9: The cruel.
Doomed and the Damned. Other sages, however, claim that the
torment the Dark Powers inflict on darklords
merely drives those villains into an agonized
frenzy, inflaming their corruption. Perhaps
The Dark Powers the Dark Powers seek to raise an army of
darkness to one night unleash on the
The Dark Powers are the ultimate masters Material Plane. In this context, the Dark
of the Realm of Dread, and its ultimate Powers are a sadistic engine of suffering. And
mystery. They have created an entire world what of the innocents caught in the Dark
in their own image, but not even the most Powers’ clutches? What of the villagers who
powerful divinatory magic can unveil their fall prey to the horrors of the night, or the
true nature. Few of Ravenloft’s denizens are heroes who must do battle with the forces of
even aware that the Dark Powers exist, evil? Do the Dark Powers delight in watching
blaming sinister events on the Mists or their the destruction of innocence, or do they
gods. Occult scholars who try to pry open the flaunt these pure souls in the faces of the
Dark Powers’ secrets typically end up darklords as reminders of the path not
pursuing the phantoms of their own minds. taken?
What are the Dark Powers? Are they true Are the Dark Powers good or evil? Are
entities or something more akin to an they gods or monsters? What is the ultimate
elemental force? Mystics have proposed that goal of their grand and awful experiment?
they may be a banished pantheon of gods, or The truth may transcend mortal
strange and ancient foes of the gods, or even comprehension.
some dark aspect of the divine subconscious.
Some philosophers have even claimed that
the Dark Powers do not exist, that they are Corruption
actually a sentient manifestation of human Corruption is typically gained when a
sin. None of these theories is anything more character fails a Dark Powers check. For the
than idle speculation, however. most part, it acts as a gauge for determining a
Are the Dark Powers many or few? This hero’s slide into villainy, how close to the
book refers to them in the plural, but this is a abyss a character dances—and whether or not
mere convenience. If the Dark Powers he finally slips and falls in.
include multiple entities, then do they act as a A character gains corruption for Dark
unified whole, or are they fractious? Does the Powers checks as noted below, and should
same force both punish and empower evil, or not gain more than 1 level of Corruption per
are the Dark Powers locked in an internal session—unless committing an Act of
struggle between light and darkness? Ultimate Darkness. Each level of Corruption
This in turn leads to the greatest mystery grants a character powers, mystical abilities
surrounding the Dark Powers: are they good that tempt him further into damnation. See

56
below for more information about corruption A Dark Powers check is a Spirit roll,
powers. modified by the character’s current level of
Unfortunately, the more corrupt a Corruption. Depending on the severity of the
character becomes, the more difficult it act, the GM can impose a –1 or –2 penalty
becomes for him to cling to social norms or on the roll, though this should only be for the
ethical considerations. For each level of most grievous of crimes (such as killing a
Corruption, the character suffers a –1 penalty child or the torture of a helpless foe).
to resist the powers of darklords, checks The GM might well still call for a Dark
made to keep his anger or lust in check (such Powers check in a situation that grants a +1
as resisting Taunt), and to future Dark or +2 bonus on the roll due to the necessity
Powers checks. of the action, the character’s culture
condoning or encouraging it, or the character
simply never being taught right from wrong in
Dark Powers Checks this situation.
Bonuses on a Dark Powers check should
be far rarer than penalties on it; an action
Evil comes in many forms, but it is never so
severe enough to draw the attention of the
dangerous as when it is convenient. Evil can
very forces of evil can hardly ever be
seduce in ways that Good would never try.
shrugged off by simply saying “I didn’t know
Good demands much—patience, compassion,
any better.”
self-sacrifice—and its rewards are often
Acts of pure self-defense never draw the
obscure. Evil seems to ask nothing but gladly
attention of the Dark Powers, though they
offers anything someone could desire: power,
can naturally cause guilt on the part of the
riches, even love. But the gifts of Evil are
character. That is, if a character is fighting for
poisoned fruits, tainted by the very acts
his life against a vicious murderer and kills
undertaken to claim them. Each gift
him in the heat of battle, the Dark Powers
accepted, each moral shortcut taken, leads
pay no attention. On the other hand, being
further from the light and one step closer to
put into a position where a character must
Evil’s ultimate reward: self-destruction.
kill a non-combatant to save his own life is
Unseen by mortals, the Dark Powers sit in
murder and betrayal—not self-defense.
judgment of all that occurs within their realm
Acts of supernatural evil or religious
and silently watch countless other worlds as
defilement can also call the attention of the
well. Whenever a mortal performs an evil act
Dark Powers. Desecrating the shrines of the
in Ravenloft, there is a chance that the Dark
gods, tomb robbing, sacrificing human life, or
Powers will respond, both rewarding and
calling the dead from their slumber with
punishing the transgressor in a single stroke;
magic would all be worthy of a Dark Powers
this is resolved through a Dark Powers
check.
check. If a character continues down the path
Some deeds are so monstrous that they
of corruption, the Dark Powers may
cannot help but attract the attention of the
eventually grant the transgressor her own
Dark Powers. Anyone who commits one of
domain.
these Acts of Ultimate Darkness
Mortals may never know what the Dark
automatically fails their Dark Powers check,
Powers hope to achieve with their dark gifts.
gaining a level of Corruption, and must
Perhaps the Dark Powers act as caring but
immediately make a Spirit roll at –2 to avoid
overly harsh parents, cursing transgressors to
gaining a second level of Corruption. The
frighten them back onto the path of
murder of a pregnant woman might be a
righteousness, or perhaps the Dark Powers
brutal act worthy of a –2 to a Dark Powers
seek to inflame mortals’ sins, alternately
check, but when performed against one’s
taunting and teasing the morally weak into
own mistress to keep her from revealing her
bottomless spirals of doom.

57
condition to one’s wife, it becomes stages, however, the trap starts to close. The
something much worse. curses gain strength, forcing the corrupted
Dark Powers checks are intended to character to rely more heavily on her dark
enhance the game, to divert the attention of a gifts—abilities that often require more Dark
hoary host of potent unknowns to the actions Powers checks to use.
of the PCs. Use them wisely and where they
serve the game. If overused, Dark Powers
checks can slow the game to a crawl and The Path of Corruption
result in more comedy than horror. They
should only be called for in moments of
The path from Innocence to the final
extreme drama, at the GM’s discretion. They
damnation of a darklord is distressingly short
serve as a reminder of the dangers and
and all too easy to traverse. Each stage is
temptations that await a character who gives
listed with a sampling of dread gifts the Dark
in to the allure of evil, not a bludgeon to
Powers can bestow. Each stage also bestows a
force them to believe or act a certain way.
curse, each of increasing severity. If the GM
Indeed, if a player announces that he
carefully considers how these powers and
intends to commit an act worthy of a Dark
curses will interact, she can transform what
Powers check, the GM should tell him so
may appear to be a collection of random
and give him a chance to change his mind.
modifiers into an evocative descent into
Damnation is so much sweeter when the
darkness.
warning signs were all there but were ignored
A character facing Corruption gains certain
anyway, after all.
boons and banes from his exposure to the
distilled essence of darkness. This can come
The Effects of Failure in many forms, proportionate to the level of
If a character fails a Dark Powers check, the character’s damnation. Generally
the Dark Powers respond with gifts of speaking, each new rank of Corruption grants
darkness—and the character moves one step the character a new power as well as a new
toward corruption. At each stage, the penalty. Some rewards and curses become
corrupted character receives an occult boon more pronounced as the Corruption
and an accompanying curse. The gifts and increases, while others are one-off benefits or
curses bestowed by the Dark Powers are drawbacks, and some might replace a
inexorably tied: a rogue who gains low-light previous reward or curse.
vision might also suffer from light sensitivity,
inflicting –1 penalties to attack rolls in bright Corruption Rank 1: The Caress
daylight; a monk who receives a bonus to her The Dark Powers reward a character’s first
natural armor might grow a thick, scaly hide. touch of evil with a minor boon. The
Curses arising from failed Dark Powers character also gains an embarrassing curse. A
checks should manifest at least as often as the corrupted character can usually conceal any
accompanying gift comes into play. physical deformities created at this stage with
The Dark Powers tailor all of their gifts and little effort—gloves, tinted glasses, and so on.
curses to the victim. As a rule, the Dark • Suggested Rewards: Add the character’s
Powers’ gifts tend to make it easier for a Corruption rank as a bonus on resisting
corrupted character to repeat her environmental hazards (such as heat,
transgressions but harder to conceal her cold, hunger, or thirst). Add the
crimes. character’s Corruption rank as a bonus
In the initial stages of corruption, when on a specific kind of Trait roll (such as
redemption is still at hand, both the gifts and Strength, Vigor, Fighting, Persuasion, and
the curses bestowed by the Dark Powers tend so on). Gain a free d6 in a specific skill.
to be minor and easily concealed. In later Gain a specific power and 5 Power Points

58
with which to use it (using Spirit as the Corruption Rank 2: The Enticement
activation roll, with a bonus equal to the Once the corrupted character demonstrates
character’s Corruption rank). Gain a a willingness to return to her evil ways, the
minor monstrous ability (such as low-light Dark Powers grant her greater assistance in
vision, natural weapons that deal Str+d4, her evil endeavors. They temper this,
or burrowing). however, with a frustrating curse.
• Suggested Curses: Apply the character’s • Suggested Rewards: Apply half the
Corruption rank as a penalty to resist a character’s Corruption rank as a bonus to
specific environmental hazard (such as Parry or Toughness. Gain Armor equal
heat, cold, or hunger and thirst). Apply to the character’s Corruption rank. Gain
the character’s Corruption rank as a a free Edge equal to the character’s
penalty to Persuasion rolls. Gain a new Corruption rank or lower (so, Corruption
Minor Hindrance. Choose a specific skill rank 2 is Seasoned, Corruption rank 3 is
the character has at d6+; that skill suffers Veteran, and so on). Gain 5 bonus Power
critical failures with a roll of 1 on the skill Points. Gain a bonus equal to half the
die (regardless of the Wild Die). character’s Corruption rank on all skill
rolls linked to a specific attribute. Gain a
moderate monstrous ability (such as
immunity to poison or disease, improved
Reach, or poison).

59
• Suggested Curses: Apply half the respond with a major gift, but the
character’s Corruption rank as a penalty accompanying dangerous curse can create
to Parry or Toughness. Gain a new Major serious mental or physical changes. The
Hindrance. Suffer a penalty equal to half corrupted character can no longer live the
the character’s Corruption rank on all normal life she started with. If the corrupted
skill rolls linked to a specific attribute. character is a PC, the player may occasionally
Gain a minor monstrous vulnerability or lose control of her character’s actions (as in
weakness (such as +2 damage from silver the case of afflicted lycanthropy, for
or cold iron weapons, or being repulsed example).
by holy symbols). • Suggested Rewards: Gain a potent
monstrous ability (such as construct,
Corruption Rank 3: The Invitation ethereal, invulnerability, fast regeneration,
The corrupted character has continued in or undead). Gain limited immortality (the
her evil ways, and any hope of redemption is character cannot die from accident or
quickly fading. The Dark Powers now offer a hazards unless one of his specific
powerful boon but also bestow a troublesome weaknesses, only from intentional
curse. A character that proceeds this far violence).
down the path of corruption has difficulty • Suggested Curses: Gain a weakness or
turning back. vulnerability to otherwise mundane
• Suggested Rewards: Gain an additional objects (such as being repulsed by a
Benny at the start of each session (in specific material or herb). Gain a
addition to Luck or Great Luck). Gain a compulsive behavior that is almost
specific power, ignoring Rank impossible to avoid (Smarts roll at –4),
requirements, and 10 Power Points with such as stopping to count spilled seeds,
which to use it (using Spirit as the defacing art, or sparing victims of a
activation roll, with a bonus equal to the certain type.
character’s Corruption rank). Gain 10
bonus Power Points. Gain a major Corruption Rank 5: The Creature
monstrous ability (such as aquatic, fear, By now, the corrupted character’s evil has
fearless, flight, hardy, immunity to a reshaped her into a creature of the night. For
specific kind of damage, or slow characters who proceed this far down the
regeneration). path of corruption, redemption often comes
• Suggested Curses: Gain a major weakness only in death.
or vulnerability (such as +4 damage from The Dark Powers now bestow even greater
silver weapons or bursting into flame in gifts but strike the character with a potentially
sunlight). One Attribute drops to d4 and lethal curse. The Dark Powers’ curse never
can never be improved. Gain a special destroys the corrupted character, though she
monstrous dietary need (such as drinking may wish it had. A player character that falls
a pint of blood or eating a fistful of gold this far from the light may be removed from
coins each day). Suffer a penalty on the player’s control, becoming a villainous
natural healing rolls equal to the NPC. Curses at this stage are always unique
character’s Corruption rank (which can and terrible things, and the rewards granted
be offset by some specific means, such as in return rarely worth the damnation
drinking blood, eating human flesh, or involved.
burying oneself in the earth). The character ceases to be truly mortal any
longer and transforms into a corrupt creature
Corruption Rank 4: The Embrace of some sort, such as a vampire, werewolf,
The corrupted character’s evil deeds mark construct, or other monster. More likely, the
her as a true villain. The Dark Powers character becomes a unique being that is

60
distantly related to more standard monsters check for killing a group of helpless captives,
(such as a psychic vampire who drinks spinal she must do all she can to protect the lives of
fluid instead of blood, or a flesh construct a group of helpless captives she encounters
constantly seeking victims to replace its own later on.
decaying body parts). It is no mean feat to scrub corruption out
of the soul, however. Each time the character
Ultimate Corruption: The Darklord meets the requirements for atonement, she
With his final act of evil, the corrupted can attempt a new Spirit roll with a penalty
character proves himself beyond redemption equal to his Corruption rank. If the character
and seals his fate. The Dark Powers grant the succeeds at this check with a raise, the Dark
corrupted character his own domain—a Powers loosen their grip on her soul and her
prison, molded in his own image, from which Corruption rank is decreased by 1. Rewards
he will never escape. and curses from Corruption are decreased,
Most new darklords rule over small Islands and any transformations begin to recede.
of Terror rather than a major domain. Hand- Characters can possibly work their way
in-hand with the new domain comes the back to being clean, but they can never
darklord’s curse: the object of his most reclaim true innocence. Acts of Ultimate
desperate desire is placed within his sight but Darkness cannot be redeemed.
forever just beyond his grasp. Darklords have It may even be possible for a darklord to
widely differing abilities and weaknesses; redeem his blackened soul—but in all the
indeed, the Dark Powers seem to reward known history of Ravenloft, not one ever has.
captivating personalities with greater power.
It is not enough to simply advance through
the levels of Corruption to become a Veteran of the Dread Realms
darklord. Generally, only a character who
reaches Corruption Rank 3 or higher, then The Veteran of the Dread Realms Edge on
commits an Act of Ultimate Darkness can page 33 allows a player character to start play
descend to the awful depths of depravity at Seasoned Rank rather than Novice. It also
necessary to be granted a personal hell by the comes with a dreadful price. Feel free to
Dark Powers. smile evilly as you check the card draw
Player characters who become darklords against the table below—although you might
automatically become NPCs run by the GM. want to keep the result secret depending on
May the gods have mercy on their souls. what it is…

Redemption Veteran of the Dread Realms


The road to damnation is swift but not Deuce (Unlucky): The character brushed
certain. It is possible for a character to recoil up against something that turned fate against
from her evil deeds and, with time and toil, him. He gains the Bad Luck Hindrance. If
return to the light. If a character is truly he’s so unlucky as to already have it, this
penitent, the Dark Powers may subtly guide stacks with it, so he starts each session with
the corrupted character’s fate to test her two less Bennies.
repentance. Three (Hunted): The hunter left
To escape the effects of a Dark Powers unfinished behind, and now he is the hunted
check, the corrupted character must instead. Someone or something wants him
encounter an event echoing the one that dead. It could be a cabal, a monster, or an
resulted in her failed Dark Powers check. obsessed enemy. If it’s a single foe, then it’s
This time around, the corrupted character powerful, probably smart, and certainly a
must choose the righteous path. For Wild Card. That enemy might prefer to
example, if a character failed a Dark Powers make the character’s life a living hell instead

61
of killing him outright, but it’s not going to be Ace (Forsaken): In a moment of
pretty any way. The character suffers from desperation, the hero did something he
the Enemy (Major) Hindrance. deeply regrets. Ever since, something has
Four (Indebted): Some powerful individual been wrong with him. He gains the Cursed
or cabal knows the character’s secrets— and Outsider (Minor) Hindrances.
something terrible enough that his life would Black Joker (Damned): The hero has fallen
effectively be over if they revealed it—or to the path of corruption, walking the path
perhaps he (or a loved one) has an actual that will damn his very soul. He starts the
debt to repay. Either way, his “creditor” often game at Corruption Rank 1.
asks for interest payments and they’re never Red Joker (Hero of the Mists): Fate has
pleasant. The character suffers the Obligation chosen this hero to combat the forces of
(Major) Hindrance. darkness. He is a champion of destiny who
Five (Addicted): The character has turned must not die before his appointed time. The
to drink or drugs to forget the things he’s hero gains a +2 bonus on all Vigor rolls. Fate
seen and done. He has an addiction to a doesn’t like to be cheated, though.
substance of his choice, represented by the Whenever the character rolls a 1 on his
Habit (Major) Hindrance. Vigor die but succeeds because of the Wild
Six (Night Terrors): The hero can never Die, the effect is instead suffered by an ally or
forget the horrors he’s seen. They come back innocent victim in the current scene. Perhaps
to torment him every night. He gains the a friend takes a bullet meant for the hero, or
Nightmares and Hesitant Hindrances. an ally is afflicted with the plague the destined
Seven (Maimed): Some horrific battle one avoided. Destiny rarely equals happiness
ended with the character maimed for life. for those around the hero.
Roll a d6: on a 1-3, he has the One Leg
Hindrance; on a 4-6, he has the One Arm
Hindrance.
Eight (Scarred): A close encounter with evil
left a terrible memento on the hero’s face.
He has the Ugly (Major) Hindrance.
Nine (Bedlam): The hero has faced the
darkness, only to have his mind buckle under
the strain. He has the Delusional (Major)
Hindrance.
Ten (Traumatized): The hero has seen
awful things that broke his nerve. He gains
the Yellow Hindrance.
Jack (Infected): The last horror the hero
fought left him something to remember it by.
The hero has a strange wound, infection, or
disease that gives him the Ailing (Major)
Hindrance.
Queen (Cursed): Misfortune and darkness
have fallen on the hero’s head. He gains the
Cursed Hindrance.
King (Marked): Something awful left its
mark on the hero—perhaps a dying curse or a
literal mark of evil. He gains the Glass Jaw
Hindrance.

62
Revenants rating increases by +1 and he can act
normally.
On a failure, the character’s inner demons
Death is not always the end. Indeed, in the
take over. His Dominion rating suffers a –1
Land of Mists, heroes and villains alike
penalty and the GM takes control of the
sometimes find that what waits for them
character. The character receives a new Spirit
beyond the veil of death is neither salvation
roll to overcome this control at the beginning
nor damnation—but merely more of the
of each new round; this is not a Dominion
same.
roll.
A character who takes the Revenant Edge
During this period of control, the
(see page 37) is considered to have met an
character’s actions should be turned toward
untimely end at some point before the
destruction and mayhem in line with his
beginning of the campaign, only to crawl out
unfinished business; perhaps he decides that
of his own grave to try and finish some sort of
the shadowy wizard dealing with the party is
unfinished business. Only those with
actually a minion of the Fraternity of
incredible willpower and determination can
Shadows, or that a random stranger with a
come back from the grave with most of their
yellow scarf is actually his murderer. The
mind intact, so only Wild Cards can become
GM has free reign to act out the character’s
revenants.
worst impulses during this time.
Unfortunately for the newly risen revenant,
Keep in mind that some people don’t find
he didn’t come back alone. The Dark
it fun to have their character taken away from
Powers are loathe to let anyone slip from
them or do horrible things because of the
their grasp, so the “gift” of undeath is laden
result of a bad roll. Warn your players ahead
with unseen peril. Every revenant has a
of time that this is a possibility for anyone
monster inside, just waiting for a chance to
who becomes a revenant so that there are no
get out and wreak havoc.
misunderstandings or hard feelings later.

Dominion
When a revenant returns from the dead, he
Death Marks
It should come as no surprise that anything
carries with him the curse of unlife. His
bad enough to kill a person leaves a mark. A
unfinished business and his newly defiled
revenant’s wounds are all healed at the time
existence combine to create a form of
of his “resurrection,” but the one that killed
unpleasant madness within him. His ability to
him always leaves a scar or deformity of some
keep a grip on his mortal identity is known as
kind.
Dominion. A newly risen revenant begins
A hero shot through the heart might have a
with a Dominion of 0, representing balance
nasty scar on his chest, for example, while
between the human and the monster.
one who was hanged will have a clearly visible
The player and the GM should work out
rope mark around his neck.
what the revenant’s unfinished business is. It
Anyone who can see this mark feels an
could be something as simple as “find the
unnatural chill or sense of horror at such an
man that murdered me” or as complex as
ugly wound. The character suffers the effects
“destroy the Fraternity of Shadows and all
of the Ugly (Minor) Hindrance while his
who serve it.”
death mark is visible.
When the character is exposed to a
Additionally, a revenant doesn’t look quite
situation that reminds him of his unfinished
like a living person anymore. His complexion
business, he must make a Dominion roll. A
is ashen or wan, his nails are yellow and
Dominion roll is a Spirit check, modified by
waxy, and he has a faint aroma of decay
the character’s current Dominion rating.
about him. His body isn’t continuing to rot
On a success, the character retains control
but is Shaken; on a raise, his Dominion

63
(thank goodness!), but he has a distinct aura with damage, then having his body
of death about him. completely destroyed through exceptional
Animals can always tell, even if humans efforts. This might include burning him to
can’t. Any roll made to control an animal ash, burying him in sacred ground on the
suffers a –2 penalty due to this unnatural aura night of a major holiday, or cutting off his
of death and decay. head with a silver sword.
Regardless of the exact method, a revenant
The Needs of the Flesh who is simply Incapacitated through injuries
Revenants are dead—if not gone—and have and then not permanently destroyed is
little in the way of physical needs. While a merely left unconscious for 1d6 days. After
revenant has no need for food, drink, or that, the character regains enough willpower
sleep, they do require rest and recuperation to drag himself out of his grave again and go
of a sort. scrounging for meat to heal his injuries.
A revenant needs meat and blood to keep A revenant doesn’t really feel pain, so he
his flesh from falling apart when damaged. A reduces Wound penalties by 1. As one of the
revenant makes natural healing checks just undead, revenants gain a +2 bonus to recover
like a living person, as long as they have from being Shaken. Like other undead, a
access to meat of some kind; it can be fresh revenant gains +2 to Toughness and is
or rotten, raw or cooked, but the revenant immune to poison and disease, but he suffers
needs to eat at least a pound each day while additional damage from Called Shots
injured in order to gain the benefit of natural normally.
healing. Unfortunately, existing past the pall of the
Revenants don’t need sleep as such, but grave leaves even great heroes vulnerable to
they do need to rest for a few hours each day the siren call of corruption. Revenant
to avoid mental fatigue. They can get by with characters suffer a –2 penalty on Dark
about half as much rest as a living person and Powers checks.
can go twice as long before needing to make
rolls to avoid Fatigue. Harrowing
If a revenant becomes Incapacitated due to Revenants can choose to explore the nature
Fatigue from avoiding sleep, however, he of their new condition by emulating other
makes an immediate Dominion check; on a undead, effectively becoming a unique new
failure, his Fatigue is removed and he is no form of monster through their efforts.
longer Incapacitated, but he is under the Revenants have access to a new slew of
GM’s control—and he cannot attempt a Spirit abilities known as “Harrowing Edges,” which
check to regain control for 1d4 rounds. they can take in place of normal Edges as
they advance, as long as they meet the
Undeath requirements.
Crawling out of one’s own grave makes the Some Harrowing Edges inflict Fatigue on
rest of the world seem a lot less terrifying. the character for using them; unless otherwise
Revenants gain a +2 bonus on Fear checks. noted, such Fatigue is recovered after one
Additionally, revenants are undead. They hour of rest.
do not suffer Fatigue from normal sources,
and they’re pretty much immune to nonlethal Facing Death
damage. While they suffer wounds normally, While the easiest way to become a revenant
it’s quite difficult to kill a revenant while his is by taking the Revenant Edge at character
unfinished business remains undone. creation, it might be possible to rise from the
As long as the revenant has not completed grave later in a hero’s career with the right
his unfinished business, he can only be mixture of willpower and luck.
permanently killed by being Incapacitated

64
When a hero dies with unfinished business Pitch Black. The light level still counts as the
(GM’s discretion), draw cards from a freshly unaltered light level for you.
shuffled action desk. The number of cards You can only reduce the light by one level
drawn is equal to the character’s Rank with this ability, but you may keep this ability
(Novice is 1, Seasoned is 2, and so on) plus active as long as you wish. You cannot use
the size of his Spirit die (so d4 is 1, d6 is 2 this ability in direct sunlight.
and so on). If a Joker is drawn, the character
rises again as a revenant. If not, he’s just Ghost
dead. Requirements: Revenant, Veteran
Becoming a different sort of monster (such At the beginning of your action, you may
as through vampire draining or the like) decide if you are corporeal or incorporeal.
supersedes the possibility of becoming a You must remain in that state until the
revenant and carries its own set of problems. beginning of your next action; you cannot
attack and then become ethereal, for
example. While you are incorporeal, you are
Harrowing Edges intangible and immune to non-magical
attacks. You are still visible, and magical
All revenants gain one of the following attacks affect you normally.
Edges for free when they rise from the grave, You may remain in this ghostly state as long
and they may take any Harrowing Edge that as you wish, but it requires concentration,
they qualify for when advancing. giving you a –1 penalty on skill rolls while
incorporeal. If you suffer damage while
incorporeal, you must make a Spirit roll or
Aura of Fear
become corporeal immediately.
Requirements: Revenant, Novice
You can share the terror of the grave with
those that look upon you. You can emit an Grave Chill
aura of fear (as per the Fear monstrous Requirements: Revenant, Veteran
ability) at will. The grave is cold, and you can share that
experience with your enemies. You make a
Spirit roll as an action to activate this power;
Claws
on a success, you radiate unnatural cold in a
Requirements: Revenant, Novice
Large Burst Template centered on yourself.
You gain sharp claws that cause Str+d4
Every living person in the area must
damage in combat. You can extend or retract
attempt a Spirit check or suffer a level of
the claws at will, and you count as an armed
Fatigue. You gain a level of Fatigue
attacker while the claws are out.
automatically when you use this power.
Anyone who rolls a 1 on the Spirit die is also
Claws, Improved Panicked, as per the Fright Table.
Requirements: Revenant, Seasoned, Claws You cannot use this ability if you’re already
Your claws now inflict Str+d6 damage and Exhausted.
have AP 2.
Grim Stitching
Clinging Shadows Requirements: Revenant, Novice
Requirements: Revenant, Novice You heal much faster than normal people—
The darkness is your home, and you carry or even other dead people. You may make
it with you. As an action, you can reduce the natural Healing rolls each day, provided you
light level within a Large Burst Template consume at least a pound of meat for each
centered on you. Normal light becomes Dim, attempt.
Dim becomes Dark, and Dark becomes

65
Hellfire When you use the Crush maneuver on
Requirements: Revenant, Veteran someone you are grappling and cause them
You felt Perdition’s flames on your soul to become Shaken or Wounded, you may
while you were dead, and you can share that immediately recover a level of Fatigue.
sensation with your enemies.
As an action, you can blast fire from your Supernatural Power
mouth or hands, inflicting 2d10 damage to a Requirements: Revenant, Novice
Cone Template originating from you. This This power permanently improves any one
ability uses your Shooting skill to hit targets. of your Attributes by a die type. The
A result of 1 on your Shooting die causes you Attribute you pick may go above d12 before
to become Shaken. Legendary Rank.
This Edge may be taken multiple times and
Implacable does not count as your normal once per
Requirements: Revenant, Seasoned Rank attribute increase.
It takes a while to get used to the idea that
you don’t suffer physical pain anymore. Wolf Eyes
Some revenants still grunt when they get hit Requirements: Revenant, Novice
or cry out when injured. The hero’s eyes are as sharp as a wolf’s. He
You, on the other hand, have a handle on gains a +2 bonus on Notice rolls as well as
your unholy toughness. You ignore an the Low Light Vision special ability. He
additional point of Wound penalties and are ignores penalties for Dim and Dark lighting
immune to the Stunned condition. conditions.

Infested Wolf Eyes, Improved


Requirements: Revenant, Novice Requirements: Revenant, Seasoned, Wolf
Your body has become a home for the Eyes
unclean—vermin inhabit your corpse. Their The character can see normally even in
proximity to you has given you some level of Pitch Darkness and ignores penalties for
control over them. lighting conditions.
As an action, you can suffer a level of Additionally, the character can literally see
Fatigue to spawn a swarm of insects other creatures’ souls as a kind of aura. With
(SWADE 189) under your control. The a successful Notice roll, he can determine an
swarm dissipates when destroyed or after NPC’s attitude toward him (as per the
about five minutes. You cannot use this Reaction Table, SWADE 33). A raise can
ability if you’re already Exhausted. identify whether the target is a supernatural
creature of some kind, though not the
Soul Eater specific nature of that creature.
Requirements: Revenant, Seasoned
Whether blood or breath, you have the
ability to steal vital essence from your foes.

66
67
68
Chapter 6:
Ravenloft Gazetteer

Beyond these extremely broad generalities,


The Land of Mists though, no particular commonalities may be
expected from one Cluster to the next—or
Ravenloft is sometimes known as the even from one domain to its neighbors.
“Land of the Mists,” a name that hints at the Different languages, customs, dress, races,
mysteries that lurk beyond the ubiquitous fog history, calendars, technology, and
that permeates most lands. Geographers and expectations are the order of the day when
explorers have tried to map their world traveling the Mists.
unsuccessfully for centuries, largely unaware
that their world is a place that cannot be
properly mapped. The lands of Ravenloft are
chaotic, in slow but constant motion, their The Shape of Things
very borders ebbing and flowing with the tide
of the Mists. The Land of Mists is vast and mysterious.
Each domain is like a small world unto No one can properly claim to have explored
itself, with its own rules, mystical features, all of its mysteries, and few have traveled
and hazards. Some configurations of further than a few dozen miles from the place
domains are more long-lasting and stable of their birth. Those who choose to wander
than others, but even these can change over far find their world stranger than might be
time. guessed, a place of incredible beauty and
Domains that share physical boundaries terrible danger.
and mutual history are known as Clusters, While the people of the world call their
and they often share long-term connections homes “nations,” “states,” “countries,”
with other Clusters through semi-permanent “duchies,” or the like, a few know the truth—
connections called Mistways. Lone domains, that each land is a prison cell for a being
isolated by the Mists, are known as Islands, whose sins are both terrible and pitiable. For
and these lonely locations are often both those in the know, “domain” is the preferred
hard to find and hard to escape. Some nomenclature to refer to such prisons and
Islands have Mistways, while others are literal “darklord” as the title for their land-bound
islands as well, connected to other lands by prisoners.
the vast and wild Sea of Sorrows. A domain is, in some ways, like a small
A few features tend to be constant across world of its own, a microcosm with its own
the world of Ravenloft. Most places have the physical and magical laws. The land, the
same sun and moon with the same day and people, and the history are dark mirrors of
night cycle. Most domains have stars of some the lord and his past, its features a constant
sort above them at night, though the exact reminder of the many sins that gained him a
constellations may be different between throne of damnation. Most darklords have
Clusters. the ability to “seal” their domain through an
act of will, closing the borders to make entry

69
or escape impossible. Few can keep this up
for more than a few hours or days at a time, Islands in the Mist
since it is a draining, even painful experience.
Some cannot close their domains at all, either With the setup of the Realm of Terror
from a weak will or from ignorance of their presented in Ravenloft Reincarnated, an astute
own nature. reader should realize right away that nothing
Some domains group together into like prevents an individual GM from breaking up the
regions, creating Clusters. These regions existing Clusters even further, leaving behind
might be considered small continents in the only Islands, totally isolated from one another by
Mist. They often have long-established the Mists.
connections to other domains, sometimes There’s nothing wrong with this approach.
through shared history and sometimes Indeed, classical “weekend in hell” adventures
through happenstance. Such permanent and almost work better with this premise. An
semi-permanent routes are known as extended Ravenloft Reincarnated campaign,
Mistways, and they serve as vital paths for however, will likely involve some amount of
travelers looking to explore the world. traveling. Should you wish every excursion from
A domain with no significant connections the characters’ home domain to be fraught with
to other lands can find itself isolated in the peril, then an “islands only” campaign model
Mists, an Island of terror. Some are literal works just fine.
islands, bodies of land surrounded by water, The default Clusters model exists to give GMs
while most are simply patches of solid and players a more limited scope while still
ground somewhere in the ever-shifting Mists, offering options and creating a context in which a
their borders gradually washed away by fog. domain’s struggles and identity can play off its
A few Islands have Mistways connecting neighbors. The classical Core model can also
them to other Islands or to Clusters, but most work for games with a broader, more epic scope.
are perpetually disconnected, all alone in the It’s your Demiplane of Dread! Mix and match
night. as you feel you need in order to make it work!
The Ravenloft campaign setting makes no
assumptions about which domain or domains
single place, often with ridiculous or
a given campaign wishes to use. Each Cluster
nonsensical results. Breaking up the Core
or Island is written as a self-contained world
into thematically-similar regions helps
of fear, albeit with suggested connections to
maintain each area’s narrative consistency.
other regions. A Game Master can feel free
Second, having a vast continent (even if the
to use any or all of the domains listed in this
authors frequently disagreed about the Core’s
section—or none of them, creating his own
exact size) diminished the sense of isolation
Land of Mists from whole cloth.
necessary for a classic Gothic horror story.
Making travel and trade between regions
Where’s the Core? more regular could often lead to questions
Longtime fans of the Ravenloft setting will about the distances involved, which
notice immediately that this version of the frequently produced yet more nonsensical
world eschews the classical setting’s campaign answers. Avoiding the question entirely gives
model, which used a central continent known Game Masters more freedom to dictate
as “the Core,” in favor of only using Clusters exactly how big and populous each region is.
and Islands. Finally, this “mix and match” method
This was done for several reasons. First of allows each campaign to focus in on the
all, the existence of the Core is a legacy of the regions it really cares about without players
original game’s attempts to push together getting bogged down in a huge world that
every conceivable horror story, Gothic they may never get to see all of. A Game
literature reference, and scary idea into a Master can more easily say “This game is set

70
in the Civilized Crescent” or “The focus will resonate with real-world England, France,
be on the Balinok Mountains and the Forest Germany, and Spain during the Age of
of Beasts” while not being concerned with Enlightenment, as well as the horrors of
the history, threats, and personalities of other the French Revolution and literature such
areas. as Les Miserables, Oliver Twist, and
Naturally, if a given campaign wants to use Frankenstein.
previous versions of the setting’s layout, • The Far Steppes, a vast and enormous
nothing stops a Game Master from using region of prairies, rolling plains, and
“classic Ravenloft” as his inspiration. While verdant grasslands where religious fervor
several of the domains listed in this setting stands side by side with corruption of
book have been changed from their original body, mind, and soul. This region is
versions—often to update the ideas presented meant to evoke Russia in the era of
to make them less stereotypical or offensive— Boyar, Mongolia in the Khanate, and the
all of the rules materials works fine, no “weird west” of early Americana.
matter which version of the setting you • The Forest of Beasts, an uncivilized
prefer. region covered in dense, almost
impenetrable forest, where the threats
come from beasts—and from men who
Clusters are beasts in disguise. Classic werewolf
tales are the focus of the region, as well as
The Clusters described in this document the origins of such stories, including
are far from the only ones known to exist in Grimm’s Fairy Tales and the Universal
the Land of Mists. Some travelers have monster film The Wolf Man (as well as
documented over a dozen major Clusters, its many imitators).
each with two or more domains making up a • The Nocturnal Sea, a vast and dangerous
cancerous growth of evil. ocean filled with islands. This Cluster’s
These Clusters have been chosen for their primary domain, the Sea of Sorrows,
archetypical fantasy and Gothic literature touches on dozens of other domains due
resonances, as well as for their existing to its unique properties, making it a
connections to one another. These major means of travel in the Land of
connections can be ignored if a Game Master Mists. The Nocturnal Sea is meant to be
wishes, allowing him to focus on one Cluster used for nautical tales of horror, such as
exclusively; others could be added, tightening the Pirates of the Caribbean films or the
the chains that bind them together. novel On Stranger Tides.
Within this document are described: • The Shining Bay, where progress and
• The Balinok Mountains, a land of high, industrialization have begun to destroy
treacherous mountains, ethnic violence, the natural world and the spirit of men
and blood vendettas, intended to evoke alike. This region is meant to remind
the real-world lands of Eastern Europe players of Victorian England during the
and the literary and film traditions of industrial period, and it is especially
Dracula, Carmilla, and Nosferatu. This is resonant with the novels of Charles
perhaps the most classical and famous Dickens and Upton Sinclair’s The Jungle.
section of the setting, as it houses the
infamous Castle Ravenloft itself.
• The Civilized Crescent, a region entering
an age of enlightenment and philosophy,
but which is nevertheless soaked in blood
and thriving off the oppression of the
common folk. These lands are meant to

71
Islands Game Masters that things are not always
what they seem in Ravenloft.
Islands exist as isolated domains within the • Darkon, a vast nation of high fantasy and
Mists, places that are physically and low politics. Darkon is a realm of wizards,
spiritually separate from other places and warriors, and untrustworthy memories
which can be very difficult to escape from where horror is leavened with a hefty
even without the borders being sealed. An dose of “traditional fantasy.”
Island is typically small and poorly • Falkovnia, a predatory domain of
populated, though a few break these general perpetual military buildup. This land
rules. No one can even claim to know how highlights the horrors of war and serves as
many Islands exist—possibly hundreds. a perpetual threat to other Clusters, due
An Island presents a unique scenario for a to its “floating” nature, which allows it to
Game Master. As a culturally and physically come into alignment with virtually any
isolated location, it offers a chance to tell a other domain.
story that might be appropriate for the genre • Kalidnay, a burning desert where the
but not appropriate for any particular strong survive and the weak perish.
established domain or Cluster. These While most domains are intended to
locations can present a “weekend in hell” evoke the Gothic atmosphere of 15th to
scenario, where a Mist-lost group of travelers 19th century Europe, Kalidnay
stumble onto an unknown domain and must intentionally eschews that aesthetic for a
contend with the local terrors while trying to Bronze age sword-and-sorcery feel more
recover their bearings. in line with the weird tales of Robert E.
The Islands presented in this document are Howard and Fritz Leiber.
a combination of classic Ravenloft domains • Rokushima Taiyou, a land of poisoned
and new ones designed to make Game seas and exotic islands, where siblings war
Masters think about the nature of horror and over their father’s shattered empire and
the possibilities presented by isolated strange terrors lurk behind rice paper
“pockets of terror.” They include: walls. This domain is meant to evoke the
• Annaes, a crumbling city of mysteries and kaidan style of Japanese horror stories
wonders inhabited by the descendants of and the “foreign” view of Asia during the
a once-great culture. This domain is an Gothic literature period.
explicitly post-apocalyptic region, albeit • The Shadow Rift, a mystical fairyland
one set earlier than most science-fiction where magic is commonplace but mortals
tales of that sort, with nods to a larger are exotic and rare. This gloomy twilight
universe beyond the bounds of the Land world is inhabited by elfin beings of myth
of Mists. and legend, and it pays homage to
• Bluetspur, a wasteland of darkness and sources such as Alice’s Adventures in
lightning where inhuman creatures think Wonderland, Peter Pan, and The
their thoughts of darkness. This domain Wizard of Oz, all retold in horrific
is intended to be a tribute to the cosmic fashion.
horror stories of authors such as Arthur
Machen and H.P. Lovecraft.
• The Carnival, a wandering domain Domain Descriptions
comprised of a big-top show and its
attendant freaks. Besides being a A domain’s description, whether part of a
reference to carnival-based horror—such Cluster or a solo Island, consists of several
as Carnivale and American Horror Story: parts.
Freakshow—this Island exists to show

72
At the beginning of each domain’s writeup should not become straightjackets for
is a segment discussing the overall creativity.
geographical, political, and ethnic makeup of Finally comes a brief biography of the
the domain. This mini-gazetteer gives a broad domain’s darklord, the damned soul at the
overview of what life is like for the domain’s heart of the domain who is both its master
people. and its prisoner. This section notes the
This is followed by a section about the salient points of the darklord’s personal
domain’s Tropes, the narrative and curse, as well as whether he is capable of
metaphorical reasons for the domain’s closing his domain borders or not.
inclusion in the setting, as well as what real-
world or literary influences the domain is Clusters
meant to evoke. This section discusses a A Cluster gets an additional set of
domain in an out-of-character fashion, information at the beginning of its
directly addressing the reasons for the description, detailing the general cultural
domain’s inclusion. level and broad geography of the region. Any
The next section is the domain’s Themes, a notable local religions or organizations are
set of three guiding principles for adventures mentioned, as well as connections to other
and stories set in the domain. These three domains and the languages spoken in the
“rules” are philosophical guidelines for area.
deciding whether a given idea is appropriate
for inclusion in the domain, though they

73
The Balinok Mountains
The Balinok Mountains Cluster is the The two dominant human ethnic groups in
oldest region of Ravenloft, a place of ancient the region are the Barovians and the
history and primeval terrors. Some scholars Gundarakites. Both groups tend toward
believe that Barovia might well have been the thick, stocky builds with broad shoulders and
very first domain to be drawn into the Realm wide hips. Skin tones range from pale olive-
of Terror, and its ruler—Count Strahd von tan to light brown. Dark hair and eyes are
Zarovich—to be the first of the damned souls typical, the former ranging from light
to be known as darklords. chestnut to nearly jet-black, the latter from
As might be gathered from the name, this pale hazel to deep brown. Men grow their
Cluster is a place of harsh, forbidding hair to a medium length, generally to just
mountains, stony crags, and deep, dark above the shoulder. Women wear their hair
crevasses. The domains are rural and insular, long, with younger women frequently
held in the grip of despots and tyrants who braiding their locks. Most men wear thick,
care nothing for the suffering of their people. drooping mustaches, though beards are only
The nation of Barovia straddles the central common among younger men.
peaks of the mountain chain, which runs like Barovians and Gundarakites also dress in a
a craggy spine from north to south. The hills similar manner. Men wear loose white shirts,
to either side of the mountain range are embroidered sheepskin vests, and dark
rugged and breed equally rugged people. The breeches. Women wear blouses and long
passes through the mountains are choked skirts and cover their heads with kerchiefs.
with snow and ice six months of the year, Barovian women favor black, grey, and dark
forcing most communities to be as self- brown colors and wear the kerchief only
sufficient as possible. The people of the when married. Gundarakite women dress in
Balinoks are as forbidding and insular as muted, natural colors, favoring yellows,
their homeland. greens, and blues, and wear the kerchief only
The narrow valleys that cut the slopes of when unmarried.
the Balinoks widen to the east and west. Despite their physical similarities,
Crystalline mountain streams transform into Barovian-Gundarakite animosity runs deep.
broad, mighty rivers that wind their way The frequent internal strife in Gundarak
through the thickly forested dales. The forces many refugees into neighboring
Gundar, Luna, and Nharov Rivers travel west nations, where they are often not wanted.
from the mountains, while the Ivlis and Barovians particularly regard Gundarakites as
Saniset Rivers course east. The highest peaks “uninvited guests,” even though many
of the Balinoks, Mount Baratok and Mount ethnically Gundarakite villages have been
Ghakis, lie within Barovia. loyal Barovian subjects for generations.
The eastern Balinok Mountains hold many Harassment and violence against
major Mistways, while the rivers of the Gundarakites are on the rise in recent years,
western mountains wend their way into other and as local militias tighten control of
clusters. This makes the region a surprisingly Gundarakite movements and activities, the
busy crossroads, though few merchants enjoy Gundarakites have begun to respond with
staying in the area very long. The attitude of sporadic resistance.
the natives, the poor climate, and the general The much-smaller Thaani ethnicity—
air of oppressive fear makes the Balinoks a refugees who arrived in Barovia generations
place that no one lingers in if they can help it. ago from a fallen domain—fare better. Their
numbers are small and they make few waves.

74
Even their language is gradually being lost as Based on this singular encounter, the
they intermarry with the natives and adopt Morninglord is usually depicted as a
more of their culture. Invidians are luminous, sylvan humanoid. Although he is
descendants of both Barovians and formed of soft golden light, his face is
Gundarakites—as well as many other smeared with blood. The cult teaches that
ethnicities—and seem to care little for the this strange detail may be a sign that even the
ethnic strife that has begun to seep into their greatest good may hold some evil stain, and
neighboring country. even the most depraved evil may yet contain
a spark of good.
Languages The Morninglord is the god of the rosy
dawn that marks the end of every night. The
The major language spoken in the region is
deity asks little of his followers, save that they
Balok, the language of the Barovian majority.
treat each other with kindness and retain
Both Barovians and Invidians speak Balok as
hope in their hearts. Their religious rites
their primary language, making it easier for
include singing, both singly and in choirs.
them to communicate with one another than
This humble faith holds great appeal for
with Gundarakites, who speak Luktar. The
those who have little more than hope and
few Thaani in the area speak their own
kindness to offer, and the cult is rapidly
language, but it has gradually been lost as
spreading among the downtrodden
fewer and fewer Thaani bother learning it.
Gundarakites of Barovia. Its simple teachings
conceal a message of intense hope—that no
Connections matter how bleak the future may seem, no
The Balinok Mountains Cluster has a matter how dark the night, the dawn will
surprising number of Mistways leading to come.
other lands, despite the relative isolation its The cult has a relaxed hierarchy that
interior villages suffer from. The eastern honors those clergy who have founded
stretches of the domain have several major temples or committed great deeds of sacrifice
Mistways that lead to the Far Steppes, and or bravery. Clergy martyred while serving the
the western portions of the Cluster bleed into cult or its ideals are often canonized by local
the Civilized Crescent. Indeed, one of the temples. There is no centralized orthodoxy
major trade roads of the region, the Silver or authority within the cult, and each temple
Road, is considered to start in Borca, cross is autonomous. Rites, hymns, and other
Barovia, and end in Nova Vaasa. elements that prove popular at one temple
The country of Invidia, in the south, has are quickly shared with others in the region.
several waterways that are river connections Clergy are charged with protecting others
to the Forest of Beasts. Most of them connect from the minions of evil and bestowing hope
with Verbrek, though a few end in Valachan through their words and deeds.
or Arkandale. Some say that there are The cult may hide more than its optimistic
northern Mistways that reach Darkon, but if message as well. One of the cult’s founders
they exist they are poorly known. secretly hunted the undead by night. It is
possible that even to this day, the cult’s
The Morninglord priests are trained in the methods of hunting
vampires.
The Cult of the Morninglord was born
three centuries ago, when the faith’s founder, The symbol of the Cult of the Morninglrd
is a simple rose-tinted disc of gold. A more
Martyn Pelkar, claimed that as a young boy, a
being called “the Morninglord” appeared to elaborate symbol is a circle, with a half-arc
below it and four quarter-arcs above it,
him in physical form and protected him from
the roving menaces of the Barovian night. representing the sun, the earth, and the sun’s
rays.

75
76
The Wild Hunt Most buildings in Barovia are constructed
of brick and dense timber that is plastered
Many of the clans and tribes of Gundarak
and painted deep russet or light dun. Many
venerate a pantheon of woodland spirits
homes and shops are adorned with rows of
known as the Wild Hunt. This grouping of
mineral-flecked stones set into the plaster.
vicious, predatory demigods is said to wander
The thatched rooftops are steep and set with
the hills and forests of the region, hunting
tiny, leaden rose windows in the gables.
humans for sport and sometimes stealing
In the spring, window boxes overflow with
away children for unknown purpose. The
vivid flowers, and harvest time brings
most powerful of these beings is known as
pumpkin lanterns, intended to keep the
the Erlking, said to be a tall, powerful man
minions of evil at bay. Although Barovia’s
with the head of a stag.
winters are long and brutal, the remainder of
Gundarakites do not seek aid or help from
the year is mild, characterized by gentle
the Erlking and his followers. Their worship
precipitation and sun-dappled days. One of
is instead intended to placate and appease the
the realm’s most remarkable features is the
cruel spirits. Worship includes leaving a
perpetual fog that surrounds Barovia Village,
portion of one’s prey behind after hunting,
the town that lives in the shadow of the
making offerings of blood and wine at forest
ruler’s castle.
shrines, and even sometimes setting out
Barovia is ruled by Count Strahd von
unwanted infants in the wilderness.
Zarovich XII, the most recent despot in an
Barovians consider worship of the Wild
ancient line of feudal tyrants going back
Hunt to be savage and horrific, and Count
centuries. “The devil Strahd,” as he is called
Strahd long ago outlawed the religion in his
locally, is a cruel but distant ruler, rarely
land. Duke Gundar and his followers are
taking an interest in the daily business of his
fervent worshippers of the Wild Hunt,
realm.
inasmuch as they can be said to be devout
Strahd leaves governance to the noble
about anything other than pillaging and
landowners and appointed mayors, who are
slaughter. Many Gundarakites in Invidia and
free to rule as they see fit. These petty but
Barovia are refugees from Wild Hunt
coveted positions of authority are
cultists, though the stain of that faith follows
traditionally hereditary, but turnover is high
them from their homeland.
due to replacement by the count—for
incompetence, weakness, or sedition—or
suspicious deaths.
Barovia
Tropes
Straddling the loftiest reaches of the Barovia is the quintessential Gothic horror
Balinok Mountains, Barovia is a harsh, rural setting—the sleepy, isolated Balkan village
domain held in the grip of tyranny and menaced by monsters and curses. Its literary
superstition. Its landscape is dominated by origins can be found in Bram Stoker, Mary
the Balinoks, in particular by the twin snow- Shelley, and Frederick Marryat, though the
capped peaks of Mount Baratok and Mount specific imagery of the land is most
Ghakis. The mountains run like a craggy associated with the Universal horror films of
spine down the center of the realm, the 1930s and the Hammer horror films of
spreading east and west to include the rugged the 1950s through 1970s.
hills on either side of the range. The The purpose of Barovia is therefore to
Balinoks within Barovia are particularly provide the campaign with an inexhaustible
treacherous, characterized by jagged supply of small, isolated villages, ready for
outcroppings and sheer cliffs. menacing. In some ways, Barovia is an
archetypal setting, a Balkan-themed blank

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slate onto which the GM can apply a Strahd gladly paid. She rejected him and fell
werewolf, a vampire, a curse, a demon, and to her death while fleeing; in a maniacal rage,
so on. Strahd stalked through the castle, killing
everyone he found.
Themes As the years passed, Strahd found that he
did not age and did not die, but he hungered
• Isolation: Each adventure is a closed for the blood of the living and was burned by
circle that locks when the heroes arrive. the touch of clean sunlight. He has indeed
They cannot leave, and help will not retained his youth, still seeming to be a young
come in time. Barovia is a very man in his late 20s. Strahd has short, dark
claustrophobic setting, each village hair and piercing eyes; he typically dresses in
isolated by a hostile environment even the fashion of a Barovian nobleman, though
though the distances involved are rather his ideas of what is fashionable are generally
small. Beyond the physical distance, decades out of date.
emotional and social isolation are In the centuries since his death, Strahd has
themes; when your village turns their concealed his undead state from his subjects
back on you, for whatever reason, you by pretending to be a succession of heirs and
might as well be on the moon. staying out of the public eye for years at a
• In the Blood: The human culture of time. Recent trouble with Gundarak has
Barovia emphasizes family and kin, pushed Strahd (currently pretending to be
which has a reflection in the horror of the the twelfth of his name) back into regular
setting. People are punished for the faults action. For all of his evil, Strahd genuinely
of their ancestors, and the sins of the cares about Barovia’s well-being, though his
father pass onto the sons. People judge centuries of existence have left him with a
one another for their family connections, relaxed view of the value of individual human
and for their ethnic heritage. lives. Strahd can fall into melancholy moods
• External Threat: The theme of some that leave him brooding for months or years
domains in “man’s inhumanity to man,” at a time, but he generally finds ways to
but Barovia is different. In Barovia, the distract himself with matters of state. He
horror comes from monsters. Indeed, purges corruption and incompetence from
given that some forms of monstrousness his government ruthlessly, but otherwise
can pass from parent to child, a monster takes a hands-off attitude toward rulership.
might not be a bad person—but it’s still a Strahd is an ancient vampire, a powerful
monster and has to be put down. A warrior, and a skilled mage. He has had time
monster can be tragic, but it is ultimately enough to master many arts and skills, but
something that has to be destroyed so none of them bring him peace. Strahd’s curse
that decent people can live safely. is to be forever haunted by Tatiana, the
woman he loved and whom he inadvertently
The Darklord killed. He is convinced that her soul is
Count Strahd von Zarovich is the darklord trapped in Barovia, and that she is reborn
of Barovia, an ancient vampire. Once a over and over again. Each new life is a
virtuous warrior, Strahd’s years on the chance for Strahd to finally win her love and
battlefield changed him into a jaded, bitter bring her into the embrace of undeath—a
old man. When his younger brother was chance he inevitably fails at due to outside
engaged to be married, Strahd fell in love intervention or his own moral failings.
with his brother’s fiancée and made a pact Strahd has more control over his domain
with Death to regain his youth and vitality so than many darklords. He is known to be able
that he might pursue her. The pact’s price to sense powerful rivals at a distance and
was the life of Strahd’s brother—a price seems to have an almost empathic link with

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the land itself. He can close the domain might have to pay their “taxes” several times
borders at will and seems to have no limit on in a year—or several times in a month.
how long he can keep them closed, save his Many villages have become havens for one
own concern about how long-term isolation or more rebel forces, though this is a
from the outside world would harm his dangerous game. Duke Gundar is a lax but
citizens. Count Strahd’s ability to seal the vicious man; when he hears rumors of
nation’s borders is a known trait, though the peasants aiding his enemies, he is liable to
citizens attribute it to magic passed down raze the entire village rather than take the
from father to son. When the borders close, time to determine the truth or falsity of the
a thick, choking fog rises up from the ground, rumors.
forcing those who enter it to turn back or Peasant homes tend to be rough-hewn
eventually pass out from lack of air. affairs made of pitch-sealed logs and roofed
in thatch. The majority of buildings in every
village have been rebuilt several times, and
the people no longer have the resources or
Gundarak the spirit to build anything better. Streets are
muddy and ridden with potholes, and roads
Gundarak lies southwest of Barovia, between villages are poorly maintained.
between that land and Invidia. Like both of Bandits are everywhere, and many of them
its neighbors, Gundarak is richly forested, as call themselves government officials.
well as being less mountainous than Barovia.
Still, the majority of the terrain is steep
foothills, making the topography a wrinkled Tropes
maze of cliffs, crags, and sharp drops. The If Barovia is the sleepy Balkan village of
southeastern corner of Gundarak is home to Gothic film and literature, then Gundarak is
the most spectacular gorge in the region, with the Balkans as they have existed since before
walls that drop nearly a thousand feet in World War I—a place of near-constant strife
some places. and struggle, where peace can turn to bloody
The nation is less organized and advanced battle in the blink of an eye. Most people
than its northern neighbor, largely due to the have long since forgotten why the fighting is
anarchic and chaotic state in which the happening, if there was ever a reason at all.
country finds itself. While ostensibly ruled by Now, the fighting is its own reason and
a hereditary duke, the current ruler is a weak- purpose, and it’s unlikely that it will stop until
willed and self-indulgent man with a no one has strength left to raise a weapon.
penchant for violence and terror. Many of his
vassals have fallen into tacit rebellion, though Themes
none of them have the forces necessary to • Internal Strife: The people of Gundarak
overthrow their tyrant—and most of them are their own worst enemies. Villages that
hate each other enough that they fight one share blood ties, marriages, and old
another as often as they fight their common friendships can swiftly turn into bloody
enemy. enemies if they wind up on opposite sides
Gundarakites struggle daily to survive in of an arbitrary line drawn by others.
their own land. They never know when a “tax Brother fights brother, with no end in
collector” will show up to steal their hard- sight. The ultimate cause of this strife is
earned grain, lumber, or goods, or to pride—a stubborn pride that makes
demand that their taxes be paid in slaves people prefer bloodshed to admitting
taken from among their sons and daughters. they were wrong.
Since the central government has collapsed, a
• Desperation: The domain breeds
single village caught between warring factions
desperate people. Villages are perpetually

79
on the edge of starvation due to answered and transformed her into a half-
burdensome taxes; militias are dead monster, a blood-drinker and eater of
perpetually underfunded and poorly the dead.
armed; the nobles that command armies She blamed Gundar for her suffering, and
are harried on all sides. Gundarak is a she felt that simple death was not enough for
pressure cooker that frequently explodes. him. She drained him, then raised him again
The general air of desperation means that as her servant. He would spend generations
people often make bad decisions based as her minion, abused and mistreated as he
on perceived need. This can include a had once abused and mistreated others.
village deciding to waylay foreigners for When Graendel was finally slain by a mighty
their valuables, a commander making an hero, Gundar fled. He had learned no
ill-conceived attack based on unfounded humility from his captivity, only grown in
fears, or a platoon deserting their unit bloodlust and hate, and the first village he
before an “inevitable loss” to become found became a week-long meal.
bandits. In time, Gundar began to gather men like
• Factionalism: The center cannot hold, himself to his banner once more, seeking to
and anarchy is loosed upon the world. become the noble leader he had always been
Every attempt to consolidate power destined to become. He seized a wilderness
inevitably goes wrong in some fashion, region and called it Gundarak; unfortunately,
leaving the power base splintered and Gundar proved a better conqueror than
chaotic. Large bandit gangs split into ruler, and his land has been a chaotic
smaller bandit gangs; successful armies battlefield almost since the beginning.
find their commanders falling out and Virtually every one of his original lieutenants
turning upon one another. Betrayal leads turned against him at their first chance, and
to schisms, even when people seem to be his replacements have been less and less
reaching for the same goal. The factions competent—and more and more
change constantly, if usually openly; bloodthirsty—with each new purge.
subtle political machinations are beyond Duke Nharov Gundar is a bloody beast
most of the warring nobles. with pretensions of being a man. His once-
fine furs are matted with blood from previous
battles, and his shaggy black hair and beard
The Darklord are rarely groomed more than dunking his
Nharov Gundar is the darklord of head in a horse trough. He wants to rule but
Gundarak, and its ostensible ruler. Always a doesn’t know how to do anything but
vicious man, Duke Gundar reveled in slaughter, and he is weak-willed and
slaughter and bloodshed as signs of bravery indecisive about matters of state. He
and glory. He was a young man, ready to frequently changes his mind, then kills his
inherit his father’s lands and titles, when a servants in fits of pique when they fail to
terrible beast began hunting down the know what he wants next. Gundar feels
noblemen of his home. Gundar, intent to trapped by his position, but he doesn’t dare
prove his worthiness, led a group of his step down; his pride won’t let him.
finest, bloodiest warriors to the creature’s lair. Gundar is a vampire, though he maintains
Instead, Gundar’s men found themselves many of the trappings of a living man. He has
prey for the beast, and in the end only even sired children, many of whom have
Gundar was left. become his servants and others who are
The beast did not kill Gundar, instead among his worst enemies. His lieutenants
revealing itself to him. The beast was a and minions suspect that their master is
woman, Graendel, who had been savaged inhuman, but most of them are evil enough
and left for dead by the king’s troops. When that they consider that an advantage against
she called out for vengeance, the Wild Hunt

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their enemies. His weak will keeps him from Invidians are infamous for their passionate
closing the borders for more than a few personalities; it is not, however, a
hours at a time; while Gundarak’s borders compliment to say that someone has an
are closed, a thin wall of fog rises up from the “Invidian heart.” Invidians are hot-tempered
ground, making travelers lose their way and and tempestuous, frequently allowing their
eventually turning them back toward passions to get the better of them. Marital
Gundarak. infidelity is common, as are the grudges and
spilt blood that inevitably follow. Bitterness is
nursed for years over small (or even
imagined) slights, and it is not unknown for
Invidia violence to erupt even within families when
tempers flare.
Invidia is a wild, sparsely populated realm Despite its insularity, Invidia is a nation
with vast stretches of dark, forbidding forests, with a fair bit of wealth from river trade.
rounded hills, and broad, slow rivers. This Many Mistways connect the rivers of Invidia
land, at the far southwestern corner of the to those of other lands, particularly the Forest
region, is in the low foothills of the Balinoks, of Beasts and the Civilized Crescent, and
well below the dangerous heights of Barovia. trade in lumber and pelts keeps the markets
Where Barovia’s citizenry is isolated by of the region bustling. A great many Invidians
geography, Invidia’s people are isolated by live on the rivers of their homeland as much
preference. Many border villages are filled as they live on shore, and quite a few villages
with Gundarakite rebels plotting their are built on stilts above the water.
nation’s overthrow, quite a few river villages
are home to smugglers and pirates, and even
the larger towns seem unfriendly and Tropes
suspicious. Invidia is a land of hot-blooded lovers and
Invidia’s buildings are tall, with steeply cold-blooded seekers of vengeance. The
gabled roofs tiled in black wooden shingles. people are gossips and backbiters; a person’s
Although plastered and painted a creamy public face has little resemblance to the one
dun color, most Invidian structures have they wear in private, but the truth comes out
crumbling facades that expose the red brick in moments of intense passion.
underneath. Interiors are wooden, the In some ways, Invidia is intended to play to
staircases and rafters darkly stained and the tropes of urban and rural drama as much
intricately carved with grapevine designs. as to those of horror; the horror in Invidia is
Baroque towers, topped with charcoal-grey the horror in finding out that your husband is
cupolas and grim statuary, loom above the sleeping with your sister, only to kill them
grandest buildings. Invidia’s climate is both in a moment of passion. The horror of
temperate, although the realm boasts long, realizing that your loved ones are not who
pleasant summers. you think they are also plays into the
The country is currently in the throes of a personal horror of Invidia.
power struggle between the former queen,
Gabrielle Aderre, and her son, Malocchio. Themes
Most of the country is held by Duke • Passion: Sudden bursts of passionate
Malocchio, an ambitious young man who emotion are common in Invidia. A man
seeks to unify Invidia and bring it into the can decide to cheat on his wife of twenty
present. Queen Gabrielle is supported by a years after a pretty girl winks at him, and
loose network of rebels and guerillas who his wife can kill him in a moment of
want to return her to the throne and bring terrible anger after finding out. Bad
back the days of loose, decentralized decisions made in the heat of the
government.

81
moment are a frequent occurrence; only that his evil would lurk within Gabrielle
attempts to conceal those bad decisions for her entire life. The older woman raised
inevitably lead to worse decisions, or to Gabrielle to believe she was evil too, and that
an even more dramatic revelation of the she should never marry or have children for
truth. fear of passing her evil onto them. In time,
• Vengeance: Invidians run hot and cold. her mother’s abuse became too much for
Passionate mistakes are frequent, but so Gabrielle to bear; she betrayed her mother
are cold-blooded vendettas. The smallest and left her to die. Her mother’s death did
slight can cause years of bad blood and not satisfy Gabrielle, and she wandered from
retribution, and every act of vengeance place to place, turning loved ones against one
begets another act of vengeance in return. another with her magic.
Trust, once broken, can never be fully In time, she came to the notice of Bakholis,
repaired; betrayals lead to resentment, the tyrant of Invidia, and was taken before
which in turn lead to attempts to “even him as a captive. She turned the tables on her
the score.” An eye for an eye leaves the captor and killed him, driving out or turning
whole world blind. most of his servants to her side. She began
• Family: Passion and betrayal seem calling herself “queen” as an amusement,
intensely heightened when it comes to albeit one that quickly faded, and satisfied
matters of family. Virtually every family in herself with petty games of cruelty among her
Invidia is a hotbed of secrets waiting to subjects. Her favorite game was to seduce a
come out and damage someone. Love married man or woman, reveal the betrayal at
and hate go hand in hand with families; it a dramatic moment, and watch as a family
is difficult to care for someone without tore itself apart.
also resenting them in some way, and Gabrielle was eventually seduced herself,
Invidian passions inevitably turn such by a mysterious gentleman caller who left her
resentment bloody. after a single night of passion. The child from
that union, Malocchio, possessed unnatural
powers of his own, leading Gabrielle to
The Darklord believe that he was a child of prophecy.
Gabrielle Aderre is a dark-eyed woman When the boy turned thirteen, he used his
apparently in her early twenties, her youthful powers to seize control of the throne from
appearance marred only by a streak of grey in his mother, turning her servants against her
her black hair. She dresses like one of the and nearly driving her mad. She fled from
wandering folk, in the colorful style of her her home and took control of a group of
mother, and typically goes barefoot. Though Gundarakite rebels who she now uses to
she began styling herself “Queen Gabrielle” strike back against her own son. It’s not that
after killing Invidia’s previous tyrant, King she wants the throne, particularly—she just
Bakholis, she has rarely made proclamations, wants revenge for having her own tricks used
never collected taxes, and seemingly had little against her, and for her son’s ingratitude.
interest in actually ruling. Due to the current struggles within the land
Gabrielle’s mother was a slave in a distant and Gabrielle’s own conflicted mental state,
land, escaping while pregnant. She would she cannot close the borders of Invidia.
never tell Gabrielle about her father, saying

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The Civilized Crescent
The Civilized Crescent is a region of rolling it) allows all five nations of the compact to
hills, fertile dales, and peaceful coastlines that donate money, material, and volunteers for a
can be properly described as idyllic in militia of mutual defense against Falkovnian
appearance. The terrors here are subtler than aggression. To stay in fighting trim, these
those of other lands, but no less deadly. The volunteers are often used to hunt bandits or
monsters disguise themselves, the magic monsters, and the influx of resources has
hides in the shadows, and the threats often pushed weapon technology forward by leaps
come with a hand of peace extended in false and bounds. Firearms are growing in
friendship. commonality in this region, and the militia is
The southernmost area of the region is beginning to seriously consider fielding
composed of the twin nations of Dorvinia, to cannons, though the strategy for their use
the east, and Borca, to the west. Their rulers isn’t yet mature.
are cousins and both nations are traditionally Rationality and technology are being
allied, though rumor says that recent years embraced, and magic is looked upon as a
have seen tensions rising between them. serious scholarly pursuit, rather than a
The curve of the land arcs northwest from mystical tradition. Philosophy, politics, and
Borca into Richemulot, then directly north trade are highly developed in the Civilized
into Dementlieu and Mordent. While Borca Crescent, but the divide between the rich and
and Dorvinia are hilly and even a little the poor has created a new kind of pressure.
mountainous in places, the other nations are The wealthiest nations of the region are also
comprised of low, rolling hills, broad forested those with the greatest disparity between the
plains, and—in Dementlieu and Mordent’s rich citizens and the poor; well-off individuals
case—miles and miles of coastline. can live like kings of other lands, while the
North of Mordent, the coastline turns bleak common folk starve and languish without
and deadly, becoming wretched cliffs and decent opportunities for work in
freezing seas. The highlands above Mordent overcrowded cities. Wealth and civilization
give way to Lamordia, a mountainous have not brought wisdom—and the pressure
domain that holds itself aloof from the other continues to build.
nations even as it considers itself the most
civilized among them. Languages
All six nations share Mordentish as a
The vast majority of people in the Civilized
common language, though many Dorvinians
Crescent speak Mordentish, which in turn
and Borcans also speak Balok due to their
has two mutually intelligible dialects. High
long association with Mistways that lead into
Mordentish has a more refined sound and is
the Balinok Mountains. Their cultures are
usually spoken by the wealthy and
quite different, but there is little in the way of
aristocratic, who can afford the tutoring
racial or ethnic strife in the Civilized
necessary to affect the proper pronunciation
Crescent. Even nonhumans like elves and
and accent. Low Mordentish is spoken by
dwarves are welcomed in most places, though
more people and has a more relaxed
rarely with completely open arms.
pronunciation that gives it an almost slurred
Five of the six nations that make up the
sound.
region have a unique mutual defense treaty
Some of the traders, merchants, and nobles
due to the frequent emergence of Falkovnia
of Borca and Dorvinia also speak Balok due
from the Mists. The Treaty of Four Towers
to the area’s long association with the Balinok
(named for the four great families who signed
Mountains Cluster. Indeed, many say that the

84
low mountains of eastern Dorvinia and The original sect, called the Home Faith, is
southern Borca are just a continuation of the centered in Borca. Its primary tenets revolve
Balinoks, separated by the Mists. around duty, obedience, and following the
ordered hierarchy of the church. The Home
Connections Faith appoints Ezra’s faithful clerics, called
anchorites, to the task of protecting and
Both Borca and Dorvinia have reliable
healing Her faithful, keeping them safe from
Mistways leading to the Balinok Mountains
the forces of evil. Wandering clerics and
Cluster. The most reliable and notable of
missionaries are known as wardens, and
them is Borca’s Silver Road, which leads
going on mission for a few years is a common
from eastern Borca to southern Barovia,
way for priests to gain swift promotion upon
merging with the Old Svalich Road that
returning to their home church.
crosses the country, and eventually
Several other denominations of the faith
continuing on past eastern Barovia into the
have grown in popularity in other nations,
Far Steppes domain of Nova Vaasa.
outside the sanctity and influence of the
The entirety of Dementlieu and Mordent’s
Home Faith. In order to preserve unity
western border is the coastline of the Sea of
among the local churches, the leaders of each
Sorrows, and many distant islands have been
sect have agreed to form an ecclesiastic
discovered by sailors from those two nations.
council on matters of the faith, with the most
Reliable water-based Mistways include the
prominent sect leaders acting as chiefs on
Wake of the Loa, which leads to the coast of
that council. The leader of the Home Faith
Souragne, the Way of Venomous Tears,
acts as “first among equals” in matters of the
which takes ships into the waters of
faith, but rarely uses his authority to overrule
Rokushima Taiyou, and the much-feared
other sects.
Leviathan’s Clutches, a Mistway that can lead
Because of the politicking involved in
ships to the Verdurous Lands—but whose
sectarian matters and the wealth that flows
currents cannot bring them back.
into the church from the aristocracy, many
feel that the Church of Ezra has become too
The Church of Ezra worldly. Such critics are simply looked upon
Founded less than a hundred years ago by by the faithful as more lost souls in need of
Yakov Dilisnya in the land of Borca, the preaching.
Church of Ezra has managed to gain a huge The symbol of the Church is a silver long
following and acceptance in that time sword, blade down, superimposed on an
nonetheless. At its founding, the young alabaster kite shield and adorned with a sprig
Yakov claimed that a divine entity called of belladonna. While both the sword and the
Ezra, Our Guardian in the Mists, had given shield are part of the symbol, anchorites
him a message to spread to all the world. generally refer to their holy symbols as
According to most traditions in the church, “shields” and often use sword-and-shield
Ezra was a virtuous mortal woman who, metaphors as part of their religious doctrine.
despairing of the evils of the world, forever Anchorites are encouraged to learn the
surrendered her mortality to the Mists to miracles of the Church, which are seen as a
become an eternal guardian of mankind. The divine gift from Ezra herself; most who do so
fractious sects of the Church of Ezra have focus on spells of protection and healing.
been debating the true nature and teachings Clerics of Ezra are also encouraged to learn
of their ascended patron for decades. Since fencing or other martial disciplines in order
its founding, the Ezran faith has spawned to protect the faithful in time of need.
three additional sanctioned sects, as well as
dozens of unsupported heresies, minor sects,
and regional variants.

85
The Witches of Hala thirteen serpents, each devouring the tail of
the one before it. They call this sign
According to Hala’s holy text, Tales of the
“ouroboros,” symbolizing the eternal cycle of
Ages, nine gods created the world from the
nature.
roiling mists of Chaos. The gods then
withdrew, intending to allow mortals to fill
their world with acts of both good and evil.
However, the mortals lacked wisdom, and Borca
the world was soon filled with pain and
anguish. Just one of the Nine Gods, the Borca is a beauteous domain scarred by
goddess Hala, returned to the world to ease betrayal and ruthlessness. The domain lies
its suffering. She gathered together thirteen along the northwestern edge of low
men and thirteen women, and she taught mountains, in the rolling dales that stretch
them the secrets of magic. Those that out beyond the icy crags of Mount Gries.
practice the mystical and religious rites of Borca is a green, fertile land blanketed with
Hala are sometimes called witches. wildflowers throughout the spring and
The Cult of Hala is a mysterious and highly summer. Ancient, verdant forests cover
secretive faith. Her witches operate a number much of the domain, overgrown with tangled
of hospices scattered throughout the world, brambles and twining ivy. Borca has a
where they offer rest and healing to anyone temperate climate, leaning toward severe
who comes to their door. The church does winters and cool, pleasant summers.
not actively seek new followers, however, and The trees and shrubs are heavy with nuts
nowhere is the Church of Hala the dominant and fruits, and the ground is blanketed by
religion. Witches of Hala are very common spongy little toadstools. Most of these
in the Civilized Crescent, where they suffer morsels, however, ooze with sweet-smelling
few of the persecutions and prejudices that toxins, a notorious feature or Borcan
they face in other lands. Commoners often foodstuffs usually betrayed by a telltale
curse the “sly witches” with one breath even purplish tinge. The domain is also known for
as they ask for their help with the next; Hala’s its geothermal activity; hot springs (called
faithful are used to this kind of treatment and Hellspouts) bubble up from the ground in
often struggle to reconcile their faith with many areas, spewing steam and sulfurous
their anger. fumes into the air.
While Hala’s chosen call themselves Homes and shops in Borca are broad,
“witches,” there are other, darker magic-users massive buildings of plastered and
who also fall under this sobriquet. Hala’s whitewashed brick. The gabled rooftops are
priests call such evil casters “warlocks” (or shingled in thin, charcoal-grey wood and
oath-breakers) and hold that magic in its topped with slim, knobby spires. Wooden
purest form is a divine gift for all people, one trim of dark green or blue, carved with
that is perverted and corrupted in the same stylized vines and mushrooms, graces the
way that many divine gifts are. Warlocks are doors and windows. Small, white marble
among the most common enemies of the statues of the goddess Ezra stand serenely at
faith, and few things will rouse a peaceful the entrances of many homes. The smooth
witch to sudden wrath more quickly than stone streets are narrow, shaded by the
news of a warlock’s appearance. overhanging upper floors of buildings.
Halans often work serpent motifs into their Borcans have average, athletic statures.
clothing or jewelry to recognize one another, They seem to age quickly, and have skin
and they have an entire system of secret tones ranging from fair to creamy tan. Hair
hand-signs and code phrases to help with and eye colors range wildly, but dark brown
identification. When they can wear it openly, is common for both. Men of all classes keep
the symbol of their goddess is a ring of their hair at a medium length, allowing it to

86
grow wild and roguish. Women grow their expected; there is no law in Borca save that
hair quite long, adorning it with thin ribbons which can be bought with coin.
and wooden or tortoiseshell combs.
Clothing is utilitarian among commoners, Tropes
with men dressing in loose shirts and trousers
Borca is very much intended to remind
and women in blouses and medium-length
players of Italy during the Renaissance, albeit
skirts. Dull earth tones are the norm in such
with a slightly more advanced level of
humble garb. Nobles, on the other hand,
technology. Rich patrons hire artists and
dress in baroque Dementlieuese fashions,
philosophers while playing ruthless games of
though they shy from bright colors, preferring
politics that often end in death. The common
a black and white scheme accentuated with
folk struggle under a burden of taxation that
silver jewelry. Commoners and nobles alike
is both random and crushing, and justice can
don more colorful clothing exclusively for
only be had through vigilantism.
festivals.
The Boritsi family is supposed to be
As a people, Borcans have a sullen air
reminiscent of the Borgias, including their
about them, an attitude that has permeated
connections to the church, their patronage of
all aspects of daily life. This is largely due to
the arts, and their thorough corruption and
the crushing taxation most people endure,
venality.
combined with the cruel, arbitrary rule of
Borca’s ruler, Ivana Boritsi, the so-called
Black Widow. This oppression has worn Themes
down what was once a lusty, life-loving • Governmental Corruption: Borca is a
attitude among Borcans, leaving a defeated land where the law is almost openly for
people who go about their business with a sale. Different tax assessors offer
resigned fatalism. A weary, pained look clings competing rates for ships coming in to
to their features; they shuffle through their harbor, landlords can charge whatever
tasks as if afflicted with a numbing poison. they want as long as they keep their taxes
Their only respite is the grace of the goddess flowing in, and common folk have almost
Ezra, whose largest and most influential sect no voice in their own governance. Almost
of priests goes forth from the Great anyone can be bribed, but few people are
Cathedral of Levkarest. willing to say so in such crude language.
Although the realm is ostensibly governed “Convenience fees,” “local taxes,” and
under a feudal system, Ivana Boritsi is the “overhead costs” are common code
only true landowner, with all citizens in direct phrases when asking for bribes.
vassalage to her. Borca’s prominent • Beauty Without, Decay Within: The
aristocracy is a mere plaything for Ivana; people of the upper classes are
nobles enjoy their status only as long as it predominantly good-looking—and
pleases the Black Widow. Ivana grants and predominantly morally bankrupt. No one
revokes noble titles erratically, creating a cares how many commoners die in
perpetual flux in the makeup of the Borcan sweatshops as long as trade continues.
nobility. Their tasteful clothes, fine jewelry, and
All matters of Borcan law are contracts erudite manners conceal all manner of
between individuals, and the basic unit of depravity and decadence. In a more
governance is contract law. These laws are literal sense, most monsters in Borca
enforced by tax assessors—little more than look just like people—until the time
Ivana’s personal thugs—and landlords, who comes to feed.
are responsible for both collecting taxes and • Church and State: Despite the corruption
arbitrating disagreements. Needless to say, at all levels of government and the
corruption isn’t just rampant but is actually decadence common to the nobility, the

87
Church of Ezra is popular among both that court her just for the chance to poison
aristocrats and commoners. Nobles give them later.
huge sums to the building of churches Ivana was childhood friends with Ivan
and the creation of religious art, while Dilisnya, the ruler of Dorvinia and her
commoners hope for justice in the next cousin. As the two have aged, Ivan has
world that they cannot receive in this one. become jealous of Ivana’s eternal youth, a gift
People tend to hold to religious beliefs that is not within her power to give him. This
even when their actions would indicate bitterness has become outright rivalry, which
godlessness. has only been exacerbated by the knowledge
that they can roam free in one another’s
The Darklord domains.
Ivana bears physical marks of her curse;
Ivana Boritsi is a dark-haired, blue-eyed
her lips and fingernails are a pale blue, as in
beauty who seems to be no more than
someone suffering from cyanosis. She
eighteen, despite verifiably being more than
typically covers this flaw with makeup, but all
sixty years old. Alchemy (and, some whisper,
of her lovers have seen it—usually just before
dark magic) have kept her young and
their deaths. Ivana has managed to distill her
beautiful through the decades even as she has
own poisonous blood into an alchemical
grown crueler and more ruthless. She is the
elixir that grants longevity and youth to those
sole true landowner in Borca, and all
that drink it, while also draining them of
members of the aristocracy hold their
passion and feeling, but this elixir is useless to
positions at her sufferance.
her cousin Ivan, whose own alchemical
Ivana’s mother Camille was the former
mastery makes him immune to such toxins.
ruler of Borca, as well as its former darklord.
When Ivana wishes to close the borders,
Camille was a bitter, jealous woman who
pale violet mist rises up that induces toxic
poisoned many of her own relatives and all of
convulsions in those that try to cross it. This
her husbands. When Ivana was a teenager,
fog also poisons any water that is carried
she fell in love with a poet named Pieter;
through it for days afterward, though at a less
Camille was furious that her daughter had
severe rate. Anyone who tries to leave Borca
found true love when it had eluded her for so
while the borders are closed is exposed to
long. She seduced Pieter while disguised as
Lethal (–4) poison; drinking water that
Ivana, then revealed the poet’s “betrayal,”
crossed a closed border is Fatal (+0) poison.
and convinced Ivana to murder the boy for
Ivana can keep the borders closed for days at
his indiscretions. A year later, Ivana
a time, but rarely does so—especially since
murdered Camille and took her place as
Ivan and his chosen agents are all immune to
ruler and darklord.
its effects.
Known as the “Black Widow” for her habit
of seducing people, bedding them, then
killing them, the truth is that Ivana’s very
touch is poison. The alchemical process she Dementlieu
used to manufacture the poison with which
she killed her mother also made her forever The coastal domain of Dementlieu is a
young and turned all of her bodily fluids— bastion of modernity, a land of secrets and
blood, sweat, and tears alike—into horrific hidden loyalties. The domain lies on a broad,
venom. Ivana sometimes makes connections green floodplain dappled with lush
with handsome young men or women and woodlands and heaths. The realm’s western
beds them in the hope that they will prove shore along the Sea of Sorrows is blessed
immune to her curse; so far, none have. In with numerous natural ports. Although the
her worst moods, Ivana delights in destroying terrain is flat, Dementlieu’s soil is sandy, and
the relationships of others and humors those crop yields tend to be low, with stunted plants

88
and small fruits. Scattered, sun-dappled The Dementlieuese tend toward slim but
forests cover the regions that agriculture has athletic builds and strong features with high
not claimed. The coastline is edged with cheekbones. Skin tones range from very pale
rolling sand dune beaches. Dementlieu’s to olive-tan, while eye color ranges from pale
climate is blessedly mild, characterized by blue to green to dark brown. Hair is usually
frequent precipitation and moderate dark blond to light brown in color, with the
temperatures. Severe winters and sweltering occasional auburn. Beards and mustaches are
summers are not unheard of, however. common among men but always kept neatly
The buildings in the domain are tall and trimmed and styled. Women never cut their
narrow, densely packed edifices of dull hair short; noblewomen pin up their locks
brown stone that loom over the narrow, very meticulously, while poor women braid
twisting village streets. Windows and their hair.
doorways are trimmed with whitewashed Clothing is important to the
wood, and the shallow, gabled roofs are Dementlieuese, especially among the
shingled in rich, dark brown wood. Towers nobility. Commoner men wear dark woolen
are crowned with elegant stone ornaments trousers and light cotton shirts and don cloth
and statues of legendary artists and civic caps whether inside or outdoors. Gentlemen
leaders. prefer breeches and silk shirts with tailed
coats, as well as tall black hats. Wigs are
considered proper for men in public life.
Commoner and noble women alike wear
long, dark dresses with high-button boots and
always wear hats when outdoors. Women of
the lower classes wear simple bonnets, but
the hat of a noblewoman is large and
elaborate.
The Dementlieuese consider themselves to
be a highly civilized people. They appreciate
beauty and learning in all its forms, and their
society is structured according to rigid
etiquette. Adherence to decorum is vital, and
those who overstep the delicate balance
between deference and bravado find
themselves scorned. The Dementlieuese
believe that their advanced society has earned
them a place of respect among the civilized
realms of the world, and they say so openly.
Not all outsiders are grateful for
Dementlieu’s contributions, and many folk
consider the Dementlieuese to be shiftless
fops who produce nothing of value.

Tropes
Dementlieu is intended to be a stylistic
representation of enlightenment-era France.
In some ways, the domain is a showcase for
what France might have looked like if the
French Revolution hadn’t immediately
descended into bloodshed and madness. On

89
the surface, Dementlieu is a land of peace, their necks, and reject both magic and
prosperity, propriety, and great wealth; faith. The only religion to have a strong
beneath that veneer is a realm just as corrupt foothold in the domain is a mystery-cult
and awful as any monarchy, hypocritically version of the Church of Ezra, and magic
held up as “superior” to prior forms of life. is seen as just another field in science—
From a game perspective, Dementlieu is a and one that is poorly respected at that.
realm of courtly politics, socialization, and
genteel backstabbing. It is intended to be a The Darklord
place where swords are drawn only
Dementlieu is ruled by a council of
occasionally, with the deadliest adventures
ministers, currently headed by the Lord-
being those that involve words. Of course,
Governor Marcel Guignol. No one would
there’s plenty of room for swashbuckling
suspect Guignol’s advisor Dominic
antics a la The Three Musketeers as well.
d’Honaire of being an evil mastermind, let
alone the darklord of Dementlieu. Dominic
Themes has held a position of respect on the ruling
• Courtly and Genteel: People care a great council for many years, though he is
deal about propriety and manners in considered both a moderate politician and
Dementlieu. You can get away with the weakest member of the body. In truth,
almost anything as long as you’re polite d’Honaire is a brilliant strategist and cunning
about it. Conversely, it doesn’t matter manipulator whose machinations have made
how right you are about something if Dementlieu powerful and his enemies weak.
you’re rude, loud, or just annoying. Lack Dominic d’Honaire is a slightly portly
of respect is a reason for murder in this middle-aged man with thinning red hair and a
domain. neatly trimmed red beard. His most
• Dangerous Liaisons: Due to the remarkable features are his pleasant smile
emphasis on propriety, romance and and stunning blue eyes. He has an
secrecy go hand in hand. Lovers meet in unassuming and humble air until crossed; he
secret, affairs are conducted out of the withholds anger in public, preferring to settle
public eye, and even married couples can his grudges behind closed doors.
rarely show one another affection except As a child, Dominic was precocious and
behind closed doors. At the same time, intelligent, always trying to use his intellect to
pushing the bounds of propriety is not get his own way. By the age of thirteen, he
just expected but encouraged. Men and had manipulated his own father into
women wear daring fashions, risking relocating the family and going into politics,
exposure for the chance to be noticed. with Dominic as the mastermind. Dominic’s
Secret lovers exchange lurid notes uncanny charisma gradually transformed into
through intermediaries, with the chance a genuine mesmeric ability to control minds,
that those notes could be intercepted. albeit subtly. Dominic has the power to
Furtive glances and quick touches are implant hypnotic suggestions in people
exchanged in crowded ballrooms. In through conversation, manipulating them to
short, people take risks with their his own ends. With enough time and care, he
propriety despite its importance. can turn people into veritable puppets for his
• Age of Reason: The people of will; he prefers subtle actions to overt ones,
Dementlieu consider themselves since enough open maneuvering could leave
eminently reasonable and enlightened— him exposed to scrutiny.
which can make them utterly insufferable. Dominic’s great weakness is women. His
They don’t accept superstitious powers do not work on any woman he is
explanations for things, rarely believe in genuinely attracted to. Indeed, the more
monsters unless one is breathing down Dominic lusts after a woman, the more

90
repulsive she finds him. Several of his of the uplands, unlike the many dozens of
attempted affairs have ended in murder, and native poisonous herbs and fungi.
his marriage is a loveless sham entered into Dorvinia has a long, friendly history with
for political reasons. Borca, and the two nations share a ruling
Dominic has a powerful will, allowing him family; Ivana Boritsi’s mother Camille was a
to close the borders of his domain for days or Dilisnya before marriage. In the last few
weeks on end. He rarely uses this power, decades, however, tensions have grown
however, since trade is the lifeblood of between the two countries. Ivan Dilisnya has
Dementlieu. When he does so, the distances apparently grown tired of being the “junior
at the border become uncertain and vague; partner” in the Borcan-Dorvinian alliance,
travelers find themselves turning back to and has begun inciting trouble in various
Dementlieu without remembering why. ways. Some even say that “Mad Ivan” has
begun seeding Borca with saboteurs and
spies to remind Ivana why she needs him.
The Church of Ezra remains popular in
Dorvinia Dorvinia, but not to the degree that it is in
Borca. Many Dorvinians are disinterested in
Dorvinia is a small, mountainous land religion, seeming almost numbed to any
northeast of Borca. The mountains of comfort that faith can provide.
Dorvinia are said to be the last spur of the
Balinoks, having crossed the Mists, but they
are far less impressive than their Barovian Tropes
cousins. The only significant mountain in the If Borca is supposed to be indicative of
region is Mount Gries, a ragged peak that lies Italy in the Renaissance, Dorvinia is its
near the center of the country, surrounded by Transalpine cousins like Slovenia and
thick evergreen forests. Croatia—necessary for the wealth of the state
In many ways, Dorvinia is Borca’s smaller, to continue, but relegated to permanent
less cultured cousin. The landscape is much second-class status. Dorvinia is a small,
the same, but the towns are smaller and corrupt nation with wealth far out of
poorer, the wilderness is less tamed, and the proportion to its power, creating a decadent
government is more openly corrupt and elite at the expense of an overtaxed majority.
incompetent. While Ivana Boritsi accepts— Ivan Dilisnya is the land’s Nero or Caligula,
even encourages—corruption and graft, she an absolute tyrant who engages in mad
does not tolerate incompetence. Dorvinia, on pleasures while ignoring matters of state. His
the other hand, is almost ludicrously corrupt greatest enjoyment comes from childish,
and venal, with open bribery occurring at puerile games and torments, and this is
every level of government. Almost nothing reflected in those he chooses to elevate to
happens without coin changing hands, and high station.
the people have a sullen and resigned air
about them. Themes
The major benefit that Dorvinia possesses • Blatant Corruption: Like Borca, Dorvinia
are its rich silver mines, which provide wealth is a land where money purchases justice;
to the elite of the nation and allows the unlike Borca, the corruption here is
otherwise resource-poor country to import open, obvious, and heavy-handed.
the things it needs. The Dorvinian uplands Government officials will refuse to do
are riddled with active and played out mines, their jobs until “properly motivated,” and
and much of the peasantry is engaged in even people who pay their taxes
either mining or supporting the mining sometimes find themselves being strong-
industry. Much of Dorvinia’s silver is traded armed for more.
for food, which grows poorly in the toxic soil

91
• Toxic Decadence: Dorvinians have vast his first murder by the age of ten, but he
appetites for decadence and sin—and could do no wrong in Katrina’s eyes. His
such distractions are very often lethal for unnatural feelings of possessiveness toward
those drawn into them. Being elevated to his sister would have tragic consequences
high position is poisonous to the mind when she finally married and bore a child.
and spirit; aristocrats are inevitably Ivan murdered the whole family before
people of low moral character and fleeing into the Mists, where he “discovered”
gradually find their grasp on reason the province of Dorvinia and claimed
slipping away. Madness is common rulership over it.
among the upper class, though whether Always a mercurial personality, Ivan cares
this is cause or effect in regards to nothing for matters of state or good rulership.
governmental corruption is anyone’s He cares only for amusing himself; his
guess. favorite pastimes include elevating
• Petty Pride: Ivan Dilisnya is the “lesser commoners randomly to nobility, playing
cousin” to Ivana Boritsi, something that childish pranks on his court, playing lethal
rankles at him almost constantly. His pranks on his court, putting on plays where
nation is full of people who perceive people really get killed, and generally
slights to their station, skill, or importance tormenting the people around him in petty,
at the drop of a hat and enact petty cruel ways. His “tax collectors” are little more
schemes of vengeance to show up those than mercenary thugs who take what they
who would dare look down on them. must to meet quota, and any aristocrat who
Even the commoners have overweening survives more than a few years in his court
pride when it comes to certain matters. almost inevitably winds up as corrupt and
Vengeance is rarely bloody or direct; a venal as Ivan himself.
slighted nobleman might “lose” a Though Ivan and Ivana—nicknamed “the
traveler’s tax receipts, or a vain merchant Dark Twins” by their subjects—were both
may find his pack animals dead after a friends and allies for many years, Ivan found
stable boy he insulted “accidentally” left his heart growing bitter toward his cousin as
the gates open. he grew old but she did not. Her attempt to
give him the elixir that made her servants
young ended badly, and Ivan now believes
The Darklord that Ivana is intentionally withholding the
Ivan Dilisnya is a thin man with curly gray secret of immortality from him.
hair, streaked with the blond of his youth. He Ivan’s skill as an alchemist and poisoner
is an extremely animated person, to the point have left him immune to virtually every toxin
of histrionics. People might call him a fop— and venom in existence, but they have also
but never to his face. Ivan spends his life robbed him of his favorite joys. Ivan was
prancing and posing as though on a stage in once a gourmand, reveling in food and drink,
front of an audience, and his tastes run to the as well as a connoisseur of fine music and
garish and melodramatic. He seems as beautiful art. The chemical treatments he has
unlikely a candidate for darklord as he does endured have robbed him of his senses of
for ruler of a nation, but he is both. Only taste and smell, leaving even the finest food
when he believes himself insulted or slighted as nothing but ashes in his mouth, and have
does his true nature come out, leading to dulled his hearing and sight such that only
rages that often end in many deaths by the loudest music or most garish colors can
poisoning. even hope to touch his emotions.
Ivan and his cousin Ivana share a birthday As a weak-willed and mercurial man, Ivan
and were fast friends growing up. The only does not have the patience or willpower to
person closer to Ivan was his older sister, close the borders of Dorvinia for more than a
Katrina. Ivan was always erratic, committing

92
few hours at a time. When he does, a is almost always a shade of green or blue.
virtually invisible air shimmer causes any Their straight or wavy hair is light blond to
water carried through the border to become dark brown, though fairer hair is slightly
Fatal (–2) poison for the next 1d6 days. To more common. Men cut their hair to a
Ivan’s anger, Ivana and her personal agents medium length, usually to just above the
are immune to this power, but he is happy to neck, and keep it styled back. Women grow
take advantage of the fact that he is in turn their hair long and either pin it up or weave it
immune to her closed borders. into twin braids. Mustaches and beards are
never seen on men, but muttonchop
sideburns are quite popular.
Clothing is very well made in Lamordia,
Lamordia but modest and somber. Men wear collared
shirts, vests, and trousers, with wealthier men
Lamordia is a bleak coastal realm in the adding a waistcoat and scarf. Nobles often
northwestern corner of the Cluster, a land wear pointed black caps as well. Women
ravaged by the elements. The interior is a prefer modest woolen dresses with high
region of towering forests where the black collars and frequently wear tight, white
trees grow massive and dense. The woods are bonnets. Color is almost unheard of in
forlorn and eerily still, but travelers often Lamordian garb; black, white, and shades of
have the impression that they are being grey are the only hues to be seen. Jewelry is
watched from the shadows. Each spring, never worn, even among the nobility, though
woodsmen inevitably find thawed corpses noblemen carry accessories such as canes
deep in the wilderness, their forms mangled and pocket watches.
beyond recognition. The terrain is rugged in Each of Lamordia’s settlements has a
the north, especially along the rocky upland mayor, appointed by a council of wealthy
region known as the Sleeping Beast. aristocrats, who are in turn elected by all
Lamordian villages are tidy and attractive, male Lamordian landowners in the village.
whether awash in summer wildflowers or The mayor’s main responsbility is to
slumbering peacefully beneath winter snow. encourage trade and economic ties with other
Two or three stories tall, the neat rows of settlements and domains. While Lamordia’s
homes and shops look down over narrow villages are neat and orderly, few laws are
streets of grey, smooth cobblestone. enforced even at the local level; the
Buildings are constructed with thick timber Lamordians manage to get through daily life
frames and brick, then plastered or painted with a minimum of conflict and crime. Some
white and cream. Roofs are steep and gabled, outsiders are known to say that Lamordians
with thick thatch to keep out the cold. are too passionless to commit crimes.
Although Lamordia is a temperate domain,
its winters are extraordinarily harsh. Blizzards
blanket the land with unending snow and Tropes
batter the inhabitants with bitter, howling Lamordia is a land of mad science and
winds. For much of the year, sleighs and progress turned to the service of hubris. It is
snowshoes are the preferred modes of intended to evoke Mary Shelley’s
transportation. The summer is no less Frankenstein in that its people have forgotten
difficult on travelers, as thick, sucking mud faith and compassion in favor of cold, hard
collects in low areas. reason. As well, the sort of medical and
Lamordians are lean, square-shouldered scientific horrors envisioned by Shelley have
folk, tall in stature and wiry in physique. their place in Lamordia. Science and
Their skin is exceptionally fair but tinted technology have become twisted and
ruddy from the numbing wind that seems to perverse—not intentionally cruel, but so
blow across the domain constantly. Eye color

93
utterly callous that no difference from cruelty minds of Lamordians themselves, who
can be discerned. are philosophical by nature.
Just as Frankenstein combined a classical
Gothic aesthetic with the new genre of The Darklord
“science fiction,” Lamordia draws its imagery
The most brilliant scientist in a nation of
from the science of yester-year. The
brilliant scientists, Dr. Victor Mordenheim is
medicine and “advances” of Lamordia are
centuries ahead of his colleagues. He is
not the antiseptic, clean science of the
familiar with theories that no one else might
modern day, but a gritty, visceral science that
develop for generations to come, but he is
sometimes means literally getting to the meat
little respected in his own land due to his
and guts of the matter.
reclusiveness and arrogance. To the extent
that his countrymen think of him at all, they
Themes regard him as a strange hermit who keeps to
• Man’s Dominance Over Nature: himself except to send out for supplies or to
Lamordians believe that there exists no publish journal articles that, while possibly
problem that cannot be solved with the brilliant, are so dense and complicated as to
proper amount of effort and know-how. be incomprehensible to all but himself.
They refuse to accept the constraints of Mordenheim was convinced that life was a
their environment—or of morality or purely biological process, and that nothing
common sense. While they have a very like a “soul” existed. To prove his hypothesis,
optimistic and can-do attitude, this he used all of his significant skill to create an
quickly turns into obsession and a artificial human, whom he dubbed Adam.
complete unwillingness to admit when The gods or the Dark Powers played a
they are overmatched. terrible trick on Mordenheim, however; to
• Loneliness and Alienation: Lamordia is give true life to Adam, rather than the mere
remote, cold, and lonely—and its people semblance of life, Mordenheim’s soul
are a reflection of its nature. It is a large poured out of him during the process and
country with a small population that is into Adam. The creature that awoke on
snowed in for half the year. Given so Mordenheim’s table was a curious, inquisitive
much time to themselves, people brood, being, much like Mordenheim himself had
dwell, and fall into depression. People been.
obsess over minor matters, turning them For a time, Adam lived peacefully with
into reasons for rumination. Turned Mordenheim, his wife, and their adopted
inward, people grow distant from others; daughter. The doctor, always cold and
unable to escape their situation, they feel distant, became more withdrawn with his
trapped and fixate on others’ faults. They failed attempts to replicate his success with
rage against an uncaring universe—and Adam, making the creature grow resentful
being Lamordian, they decide to do and frustrated. Neither will speak of when
something about it. everything changed, but by the end of that
• The Nature of Humanity: Some dreadful night, Mordenheim’s daughter had
Lamordian scientists have created fallen from a cliff and disappeared into the
automatons, metal men who serve sea, Mordenheim’s wife had been terribly
without complaint or fatigue. Others have mutilated, and Adam had fled into the
found ways to replace fragile flesh with wilderness ahead of his maker’s wrath.
stronger steel. When man and machine Mordenheim continues to live in his
blur at the edges in the face of science, isolated castle, performing experiments into
who can say what “humanity” even the nature of life. His science keeps his wife’s
means? The nature of humanity itself is shredded husk barely alive; in her few lucid
always in question, especially in the moments, she begs for death. Adam survives

94
in the harsh wilderness of the domain, rugged chalk cliffs rising up a hundred feet or
preying on animals and occasionally more. Salt spray perpetually hangs in the air,
attempting his own faulty experiments to and belligerent seagulls gather to snatch the
create life, in the hope of transcending his bait of fishermen. Mordent’s seaside
creator. communities, huddled in the bitter ocean
Neither realizes that they are doomed to winds, are stoic cloisters of shanties and
failure; Mordenheim is an empty shell venerable taverns. The whitewashed
without his soul, barely more than an buildings are constructed with thick wooden
automaton himself, while Adam has the frames, soft brick, and plaster. Wooden
creative impulse and drive to create but lacks plank roofs grace the humble structures, grey
the intellect and refinement to do so. and warped by the sea air. Every window and
Working together, they could easily create a door is equipped with sturdy storm shutters.
new life or perform even greater wonders, Narrow tin chimneys puff white smoke into
but their mutual hatred ensures it will never the sky, and weather vanes twist frantically in
come to pass. the shifting winds. Twisting wooden staircases
Mordenheim and Adam are mutually descend the steeper cliffs, providing access to
damned, trapped in Lamordia together as the humble vessels moored along the docks
joint darklords of the domain. Mordenheim below.
has no knowledge or interest in his spiritual The Mordentish are lean, hearty people
state—and would deny that he had any such hardened by generations of sailing and
thing as a “spirit” to begin with. Adam is fishing. Their skin tends to be fair and ruddy,
more aware of his entrapment, but lacks the though duskier tones are not unknown.
willpower to close the domain’s borders for Mordentish eyes are usually a faded blue,
more than a few hours at a time. When he green, or grey. Hair color varies widely, with
can summon up the strength at all, terrible flaxen blond and medium brown being most
storms wrack the whole domain, becoming common. Men cut their hair very short or
especially dangerous at the edges of the grow it past their shoulders, often keeping it
country. in a neat braid or ponytail. Women grow
their hair exceptionally long, though those
with curlier locks trim it to halfway down
their backs. Clothing is woolen and durable,
Mordent and kept fastidiously neat and clean
whenever possible. Mean wear loose shirts
Mordent is a bleak domain on the western with breeches and high socks; wealthier men
coast, a land of fishing hamlets and desolate, also don waistcoats over their elegant, lacy
haunted moors. Tracks of dense forest still shirts. Women wear long dresses, close fitting
cover much of the countryside, alternating on top and flaring below the waist. The
with low, foggy plains and rolling heaths. Stiff Mordentish seem to prefer somber colors,
winds whistle across the eastern moors; some either black and greys or dark hues of blue,
travelers have reported hearing chilling howls green, yellow, and red. Ornamentation is
carried on the breezes. At night, curling fog shunned, though patterns such as checks or
seeps out of the moors and into the domain’s plaids are sometimes seen. Jewelry is rarely
decrepit graveyards. Majestic ruined manors, worn, as it is regarded as gaudy even among
crumbling and choked with dark ivy, loom the nobility.
out of the fog. Mordent is a grey, damp land, The Mordentish are simple, practical
its temperatures moderated by the sea; people who value common sense and
extreme summers and winters are established traditions. They do things at their
uncommon. own pace and are prideful of their ways.
Mordent’s shore along the Sea of Sorrows They are also superstitious folk who believe
is rocky and battered by cold winds, the

95
whole-heartedly in the supernatural, think their secrets are dead and buried,
particularly the restless dead. They are not those secrets eventually come back to
paralyzed by fear, however. The Mordentish terrorize them.
have learned to respect and avoid haunted • Stoic: The Mordentish are a people who
places lest the resident spirits seek out the do not show strong emotion easily. They
curious in their homes. This strategy seems are expected to have “a stiff upper lip”
to work for them, at least most of the time. even in the face of unspeakable tragedy,
The Mordentish are polite and friendly and showing emotion in public is a
toward strangers but always remain somewhat serious faux pas. The Mordentish also
reserved. They guard their own secrets draw strict lines between public and
closely and have a knack for getting others to private life; the public house (or in
talk candidly without revealing much of modern terms, the pub) is a place which
anything themselves. is technically public but considered
private, so raucous singing, laughing, and
Tropes dancing are common in such places. This
Mordent is the land of “sleepy little also means that foreigners who laugh too
hamlets” from virtually every British horror easily, speak too loud, or make a show of
movie from the 1950s through the 1970s, as their emotions are likely to be given the
well as from early American gothic stories. It cold shoulder.
is a place intended to reflect the ghost stories • The Fog and the Sea: More than almost
of William Hope Hodgson, Sheridan Le any other domain in Ravenloft, Mordent
Fanu, Edith Wharton, Nathaniel Hawthorne, is a place that belongs to the Mists. Fog
and Henry James. Old families with old and mist are so common that a day
secrets and old shames are the order of the without them is more notable than the
day, and the dead do not rest easy. other way around. Getting lost on the
Mordent is, on the surface, a place where moors due to fog is a common
very little happens and all the people are occurrence, and the coastline is so rocky
polite, stuffy, and vaguely superstitious. and prone to fog that lighthouses are a
Below that, it’s more of the same—but common construction in the domain. As
sadder, scarier, and lonelier. The Mordentish well, much of Mordent’s lifeblood
seem somewhat aware that death is not the revolves around the sea. Many people are
end, and it leaves them with a sense of sailors, either professionally or for
melancholy and coldness when they stop to pleasure, and most of the domain’s food
think about it too long. In game terms, and trade come from the sea. Ocean
Mordent is a place where every old house metaphors are common, as are allusions
has a ghost—or several ghosts—and the to ships.
shadows of the past come back to haunt the
living, figuratively and literally. The Darklord
Lord Jules Weathermay is the hereditary
Themes ruler of Mordent, the last nobleman of full
• The Haunted Air: Ghosts are common blood in the domain. People have already
in Mordent. Really common. More than begun to speak about abolishing the
that, the people are haunted by the past, aristocracy when he dies—something Lord
by their memories, by their lost Jules finds himself increasingly comfortable
opportunities. Mordentish people who with as death looms. Few realize that a
open up to others seem unaccountably change in government would matter little to
lonely and sad, as though the past won’t Mordent’s true ruler—Wilfred Godefroy, the
leave them alone. Even when people ghostly master of the House on Gryphon
Hill.

96
In life, Godefroy was a cruel and tyrannical foes slink about on clandestine missions.
man. He terrorized his servants, his wife, and Richemulot is a land of pristine forests and
his daughter alike. A fit of rage led him to gentle river valleys. The forests are sun-
murder his wife; when his daughter tried to dappled places full of massive trees and
intervene, he beat her to death as well. He fragrant shrubs and herbs. The landscape is
avoided justice for their deaths by concealing largely undeveloped, broken only by isolated
it as an accident, but suspicions surrounded cottages and farms, because most of the
him. He was haunted by the rumors—and by domain’s population is concentrated in its
the ghosts of his murdered wife and cities. While travelers may not encounter a
daughter. Their torments drove him to single soul in rural Richemulot, the cities are
commit suicide a year later, but death was not bustling with people.
the end for Godefroy. Instead, he found The Richemuloise tend to wiry folk, short
himself trapped within his house as a restless in stature but athletic. Their skin tone is fair,
spirit. ranging from milky pale to light tan. Blue
As a ghost, Godefroy can command the eyes are quite common, but shades of green
loyalty of virtually every other spirit in and grey are also seen. Richemuloise hair is
Mordent, due to his ability to draw them into sleek and straight, with colors ranging from
his home and trap them there. The only honey blond to dark brown. Black hair is
ghosts he cannot command are those of his only seen among the noble families. Long
wife and daughter, who emerge to torment hair is traditional for both genders, with men
him nightly. As time has passed, Godefroy preferring to keep theirs in a single ponytail
has found himself able to wander the domain or braid. Excessive facial hair is considered
at will, though he is still drawn back to barbaric for men, but thin, well-groomed
Gryphon Manor every morning at dawn and mustaches are widespread.
trapped there until nightfall. Most Richemuloise dress comfortably and
In some ways, Gryphon Manor itself is as neatly, regardless of social status. Men and
much the darklord of the domain as women alike wear loose shirts, which men
Godefroy is. The house is a phantasmagoria, keep open in front during warmer months.
an utter sinkhole of evil, with a seeming Men wear baggy trousers, women knee-length
vague consciousness of its own. Godefroy skirts. High, hard-soled boots are considered
commands the house, but it also uses him to standard footwear for city folk. Daily clothing
add to its ever-growing collection of damned is rarely patterned or decorated, and colors
souls. tend to be drab whites, greys, and beiges.
Godefroy can close the domain’s borders— Jewelry is rarely worn, even among the
but only until he is called back to Gryphon nobility. For festivals and other special
Manor at dawn. He can renew that closing, occasions, men of all classes don elegant
but there is always a window of escape for a waistcoats, while women wear flowing dresses
few moments when the sun rises as he that leave little to the imagination.
struggles to reorient himself. When he closes The Richemuloise put little stock in the
the borders, thick fog rises up at the edges of superficial. They believe that a man’s
the domain, and travelers who enter the significance is determined by what he
Mists always find themselves returning to knows—his skills and knowledge, and how he
Mordent, regardless of their bearing. applies those assets. This attitude has created
what seems to be a remarkably unstratified
society. Despite the size of the domain’s
cities, no grubby beggars or other destitute
Richemulot poor are seen on the streets. Neither are
there aristocrats clad in opulent finery and
In the bustling cities of Richemulot, secrets attended by entourages of servants. Indeed,
are traded like so much gold, and unseen

97
almost all Richemuloise seem to be • Rise and Fall: They say that all glory must
moderately comfortable. fade, and Richemulot is the proof. Things
tend to be cyclical in Richemulot; a
Tropes family grows powerful, rises to glory, is
Richemulot is modeled to be very much brought low by their enemies, fades into
like urbanized England or France— obscurity, and schemes to return to the
specifically London or Paris—in the light. Individuals can see their fortunes
Napoleonic era. The cities of Richemulot are reverse several times across the course of
intended to mimic the setting of Les their lives, from pauper to aristocrat and
Miserables without quite as much obvious or back again. The ground beneath one’s
abject poverty. The emptiness and feet seems unsteady at the best of times,
strangeness conveyed by the film The City of and no one can rest on their laurels. At
Lost Children is a good reference for the times, the “rat race” of daily life in
overall feel of the domain. Richemulot can seem like living in a
The major feeling of Richemulot is the maze.
alternation of urban crowding and total
isolation. Richemulot is a place where
humans gather into rat-like warrens rather
than face fearful loneliness in the near-empty
stretches of the urban landscape.

Themes
• Secrets are Currency: Richemulot is a
place where knowledge is literally power.
People gain and lose status based on the
secrets they know, the secrets that are
known about them, and the whispers that
trade those secrets. Even common folk
gossip constantly, and everyone is in
everyone else’s business. Being politely
nosy is a way of life in Richemulot, with
eyes at keyholes and ears on dividing
walls.
• Packed Like Rats: Where people live at
all, they live crowded lives, cheek to jowl
with the restless masses of humanity.
Richemulot’s cities are largely empty, and
the vacant neighborhoods have such a
fearsome reputation that people choose
to live in increasingly-crowded apartment
blocks rather than risk isolation. This
makes illnesses and gossip easier to pass,
and plagues that consume an entire
building of people are not particularly
uncommon. As might be guessed, actual
rats are also very common in
Richemulot—and some of them talk.

98
The Darklord another secret: like much of her extended
family, she is a wererat—a natural shapeshifter
The extended Renier family has always
with human and rat forms.
maintained prominence in Richemulot’s
Her major weakness is that she fears
politics, weathering the cyclical nature of
loneliness and desperately desires to be loved
things better than most by virtue of having
for who she is, rather than simply being
enough branches of the family to simply
obeyed. Because of these qualities, she has
sacrifice one to the needs of the day as
never taken action against her primary rival
necessary. The most ruthless member of the
for control of the family, her twin sister,
family is Jacqueline Renier, a young woman
Louise. Jacqueline is constantly seeking
who recently seized the reins of the family
romantic love as well, but her ambition
from her much-hated grandfather Claude
ensures that virtually any meaningful
after his untimely demise.
emotional bond she creates will only dissolve
Jacqueline Renier is the darklord of
into animosity.
Richemulot, having inherited the position by
When Jacqueline wishes to close the
virtue of murdering Claude, the previous
borders of her domain, vast rat swarms rise
darklord. She is cunning and cruel, delighting
up at the borders. Any creature seeking to
in inflicting emotional and physical pain on
cross the border must contend with millions
others. She is a master of blackmail and
of rats gnawing at their flesh. Even flying
manipulation, and she is particularly fond of
creatures find their wings failing them if they
terrorizing other power players into
try to escape into the air. While the rats can
submission. On top of her intelligence,
be killed, their numbers are replenished just
beauty, and ruthlessness, Jacqueline holds
as quickly as they are lost.

99
The Far Steppes
The vastness of the plains, the thunder of virulent and angry as those between
hooves, and the loneliness of the horizon—all adherents and outsiders.
of these are the basic character of the Far
Steppes. While there are a few places with Languages
hills or even low, stony mountains, the
The primary language of the Cluster is
overall terrain of the region is very flat. Some
Vaasi, the common tongue of Nova Vaasa.
natives speak of “the big sky,” and travelers
While Nova Vaasa itself has several other
from other lands occasionally speak of the
languages spoken by its many ethnic groups,
dizziness and vertigo that come from being
virtually every Vaasan also speaks Vaasi.
able to see from one horizon to the other
The Hazlani accent is considered exotic by
without obstruction.
other speakers of the language, though they
The largest portion of the Cluster is the
are typically referring to a Mulani accent; the
domain of Nova Vaasa, a land of vast and
Mulan and Rasheman ethnic groups of
rolling plains, tall grasslands, and corrupt,
Hazlan speak quite different versions of the
decaying cities. Nova Vaasa stretches
language, though they are mutually
hundreds of miles, seemingly without end,
intelligible. Particularly, Rashemani are
creating a roughly oval-shaped blob
taught a simplified version of the language
comprising the southern two-thirds of the
that makes them sound rough and
cluster. The rocky, arid domain of Hazlan
uncultured to outsiders, helping the Mulani
lies to the northwest, a land of venal wizards
keep them in a subservient position by
and dangerous remnants of their magical
claiming that they are naturally less intelligent
experiments. The remainder of the Cluster is
than their “betters.”
the high plateau of G’Henna, an isolated and
The Vaasi spoken in G’Henna can be very
cold desert where the populace slaves away
difficult to understand for other speakers of
their lives for a vicious and unforgiving
the language. The relative isolation of the
priesthood.
domain contributes to a divergent dialect.
The region’s overall climate is arid and
Vaasans sometimes complain that
cool. Rainfall is uncommon, and few trees
G’Hennans sound like they moan everything
grow in the Far Steppes, making wood a
they say—when they’re not mumbling.
valuable commodity. Most homes and
buildings are made from stone or from fired
bricks. The vast distances between locations Connections
make the horse an invaluable beast of burden The southwestern portion of Nova Vaasa
in the region, and Vaasans are particularly has a major reliable Mistway connecting it to
known for their cultural obsession with the Forest of Beasts in the nation of
horsemanship. Valachan. The two countries speak the same
The Far Steppes is a place where religion is language, and the Iron Faith frequently sends
extremely important, especially the Iron Faith missionaries to aid the ruler of Valachan in
of the Lawgiver. This harsh religion teaches his efforts to suppress the native religion of
obedience—to god and to one’s temporal the region. The eastern border of Nova
masters—as the highest virtue, and Vaasa opens onto the Sea of Sorrows, though
disobedience as the worst sin. While all three the people of the region call it the Nocturnal
domains of the Cluster follow the Iron Faith, Sea. Well-known sailing routes from Nova
all three do so in different fashion; Vaasa connect to the Verdurous Lands and
disagreements between the faithful are as

100
Rokushima Taiyou, though few Vaasans are While utter obedience and cooperation
sailors. between religious and temporal authority are
The northern passes of G’Henna are said major precepts of the faith, the practical
to connect to the Frozen Reaches, though application of these ideas is rarely so
passage between the two regions is straightforward. Nova Vaasa is so corrupt at
treacherous at the best of times. Some every level of the government that the clergy
unreliable Mistways also connect Hazlan to almost has to be corrupt just to keep up.
the Amber Wastes, and cultural connections Hazlan is a land of sorcery, something that
between the two are not uncommon. the Lawgiver supposedly frowns on as a
perversion of the natural order; in order to
The Iron Faith maintain their religious purity, the church has
offered a special exemption to the wizard-
The Lawgiver is the central figure of
king, which he in turn rubber-stamps to
religious life in the Far Steppes, a harsh and
virtually every sorcerer in the land. In
unforgiving god who teaches that utter
G’Henna, obedience to the priesthood is
obedience and subservience to one’s betters
used as a means of starving the populace
are the highest virtues. This core tenet puts a
while the elite grow fat from their sacrifice.
premium on obedience to temporal
authority. Its doctrine and practice demand
that those of lower station obey those of
higher station, since one’s position in life is G’Henna
divinely mandated by the Lawgiver himself.
The Iron Faith is a highly conservative The forested foothills of northern Nova
institution, and there is a strong link between Vaasa gradually give way to rocky cliffs and
the church and government. steep, jagged inclines. After miles of such
The Lawgiver’s priests hold that their god broken, dangerous terrain, the land flattens
has hundreds of names and titles, but that to again—much higher up. G’Henna is a cold,
speak his true name would strike a mortal arid, rocky plateau far above the level of the
dead. This in turn leads to a myriad number rest of the Far Steppes. So high up that the
of cults and sects that worship the Lawgiver air itself is thin, little except scrub survives in
under his other names, as well as a the rocky badlands. A few rivers cross the
complicated church hierarchy where status is domain, mostly flowing down from the
extremely important. Defying the Lawgiver’s perpetually frozen northern mountains; in
tenets often warrants physical correction from spring, the rivers flood their banks and
its priests, including whippings, beatings, threaten the area surrounding them, but the
and—in extreme cases—death. rest of the year they are little more than
As might be guessed, such a convoluted murky streams.
and byzantine church structure has spawned Horses fare poorly in the thin air of
dozens of heresies and unofficial sects. Some G’Henna, so the most common beast of
of these heresies are considered minor burden is a shaggy-furred bovine known as a
enough that “correction” is offered before yak. They can eat the scrubby grasses and
punishment, while others are considered so thorny brush that grows across the domain,
dangerous that any who promulgate them need little water, and give milk that is
must be killed immediately. An entire branch nutritious, if bitter-tasting. Few other animals
of the church, the Iron Inquisition, exists to can withstand the wasteland conditions of
root out heresies and keep them from G’Henna—at least, few other natural animals.
corrupting the minds of the faithful. The western portions of the domain are thick
Inquisitors have broad latitude and discretion with monsters spawned from Hazlan and
in their missions, and everyone fears drawing then abandoned in the mountains after their
the eye of one of the Lawgiver’s hunters. masters tired of them.

101
The flat and dry terrain gives rise to terrible family member who willingly starved for their
dust storms, capable of stripping a man’s faith, which is offered to visitors to drink
flesh from his bones without proper cover, from as a sign of friendship.
and razor-sharp hail or dusty snow are more The priests of the Lawgiver are healthier
common forms of precipitation than rain. than their fellows, though even they avoid
The few landmarks in the domain are sharp, being openly overweight despite their easier
rocky outcroppings that often serve as lairs access to food. A priest who flaunts his
for dangerous monsters, and the frequent largesse may find himself falling out of favor
desert shrines to the Lawgiver, in his guise as with the church elders—and such priests
Zhakata the Destroyer. rarely last very long in the ruthless
G’Hennans are pale and thin, and their environment of G’Henna. The worst fate that
sparse black hair is often stringy and brittle can befall an outcast priest or blasphemous
from malnourishment. Adult men often wear commoner is to have their soul stripped away
beards, twisting the hair into a single strand in a special ceremony, removing their
with wax, and married women cover their essential humanity and reducing them to a
hair with a cloth in public. While brethren of bestial shadow of their former self. Such
the church wear garish red and orange robes, mongrels are then cast out into the wasteland
accented with black, most people wear drab, and chased from their homes under pain of
dun-colored rags. death.
Virtually all aspects of life in G’Henna All food produced in the domain is
revolve around the worship of the Lawgiver, considered to be the property of the church,
whom the locals pray to under the name and it is illegal to privately buy or sell food.
Zhakata the Devourer. The Devourer is not Church officials take gathered food to the
loved, however—he is appeased in the hope temples, where it is sacrificed to the
that he will eventually show favor to the Lawgiver; anything left over after the
people and take on his aspect as the sacrifices is then doled back out to the people
Provider. The precepts of the local faith hold in meager quantities. Truthfully, most of the
that taking more than is absolutely needed to food is kept by the priests, who sacrifice only
live shows false pride before the Lawgiver, a small portion in the public ceremonies.
since all men are equal before him; sacrifice
and self-denial are considered prized virtues Tropes
to G’Hennans. Starvation is particularly
G’Henna is a land of religious zeal gone
considered an honorable death, as it is
horribly wrong, a place where belief and
absolute proof of one’s devotion to god. A
sacrifice have become so horrifically
family is given great favor if one of their own
intertwined that human life is no longer
chooses to starve himself to death, though
considered to have value compared to hollow
such favor is fleeting.
shows of faith. The priesthood is hopelessly
Buildings in G’Henna are small, typically
corrupt, their faith a means of control rather
made from mud bricks or adobe; beyond the
than actual devotion. People starve
cities, many people live in tents of ragged
themselves for a god whom few of their rulers
hide, living nomadically to avoid monsters,
truly believe in.
outcasts, or just the priesthood. Permanent
The visual aesthetics of the land are meant
homes tend to have several generations
to evoke Nepal or Tibet, along with the worst
crammed together into a one- or two-room
excesses of ascetic Buddhism from centuries
dwelling. The walls of such homes are
past. Prayer wheels, saffron robes, and strings
covered in religious murals and shelves
of beads are common additions to religious
holding objects of the faith. Among the most
iconography locally.
valuable such objects are guesting cups, a
drinking vessel made from the skull of a

102
Themes prayer beads are made of polished human
teeth and bones.
• Sacrifice is Holy: To a G’Henna, nothing As a child, Yagno was often thought to be
shows devotion more than sacrifice and deranged by his family due to his religious
self-denial. This land is a place where zeal and extreme devotion to the Lawgiver.
faith and loss have been conflated to the His fanatical attempts to gain the direct
point that starving oneself to death is seen attention of his god included animal sacrifices
as a noble act rather than utter madness. and self-mutilation. When he tried to
All other virtues have been sacrificed as sacrifice his sister’s newborn child, his family
well, to the point that only denial and could suffer his madness no longer and drove
willing loss are considered holy; charity, him into the wilderness.
love, mercy, and compassion have all In time, Yagno made his way to the
fallen by the wayside in favor of the harsh uncharted plateau of G’Henna and gained
rhetoric of austerity and asceticism. control of the priesthood there, pushing the
• The Hypocrisy of the Mighty: Priests of people into a culture of perpetual sacrifice
the Lawgiver preach self-denial and and denial. Yagno is constantly plagued by
starvation in the streets but feast behind doubts about his faith, creating a cycle where
closed doors, enjoying the fruits of he makes ever-grander gestures and inflicts
others’ labors. Holiness serves as a mask ever-harsher sacrifices on those around him
for corruption in positions of authority, to affirm his own beliefs. In effect, his entire
from the religious government all the way nation is an ongoing act of sacrifice in order
down to the heads of households. A to serve as “proof” of Yagno’s devotion to the
family might try to gain favor by pushing Lawgiver.
an already weak member to sacrifice for Yagno has learned a great deal of magic
Zhakata, secretly happy to have more for over the years, though he styles his powers as
everyone else while a loved one starves to “miracles” from god. The Lawgiver’s ban
death in the corner. against sorcery just gives Yagno one more
• Circle of Darkness: Suffering under the reason to doubt his own faith, even as he uses
heavy hand of a corrupt priesthood is his powers publicly to prove his holiness.
terrible, but being outcast is worse. It is One of his greatest powers is a ritual that
better to be part of a group—even a bad allows him to strip the humanity away from a
one—than to be alone. Families huddle victim, leaving behind a broken animal-like
together in small homes, while cities creature with little will or intellect.
become overcrowded to the point that When Yagno wishes to close the borders of
beggars block the streets. Being cast out G’Henna, a wall of broken, leering skulls
of the group is akin to losing one’s rises from the ground. These skulls utter a
humanity—and can be literally so in some constant moaning prayer that distorts the
cases. senses of those that approach, as well as
biting and cursing at any who try to climb the
The Darklord wall. The wall seems to extend into the
Yagno Petrovna is the religious and heavens, and attempts to break it down reveal
political leader of G’Henna, a thin man with only more skulls behind the shattered ones.
a long, narrow face, his features more like flat Yagno can maintain the wall only as long as
lines than protrusions. His bloodshot eyes he fasts and prays; while he has great
are normally slitted, and his thin lips press endurance for self-denial, his body and
together in a bloodless scowl. His priestly willpower fail eventually.
garb of red and orange silk robes is topped
with a stiff, hooded cowl that shows his
position as high priest of the Lawgiver. His

103
to show their assigned place in the world, as
Hazlan well as their family history, lineage, and
personal traits as viewed by their priest and
Hazlan is a land of low, stony mountains tattooist. Societal expectations become more
and rock-strewn plains. Forests are few and rigid and defined as one grows older or
far between in the cool, arid terrain, and ascends in rank, and people are constrained
scrublands are common. The whole land has and bound by a system they inevitably come
a sense of vague desolation, with yellowed to despise but cannot escape.
grasses and thorny bushes broken only The people are starkly divided by ethnicity.
occasionally by shallow, muddy rivers and The Rashemani are the vast majority of the
broad, brackish ponds. Despite the apparent populace, perhaps as much as ninety to
lack of greenery, the economy of the domain ninety-five percent of the total population.
is primarily agrarian. Extensive waterworks They are a tough and sturdy folk but tend to
and irrigation systems allow the peasantry to be short due to childhood disease and poor
farm grain, cotton, and sugar, though most nutrition; a well-fed Rashemani can easily
crops are vulnerable to blights and droughts. grow to more than six feet tall, but most stand
Society in Hazlan is rigid, with a strict caste less than five and a half feet. Rashemani have
division between the two major ethnic groups skin of deep bronze and brown or black hair
of the domain, the Rashemani and the and eyes. Men and women alike rarely cut
Mulani. Social status and role in life are their hair, plaiting it in long braids. Most men
determined at birth; at the age of thirteen, have thin, short beards; they cut their facial
people of all social statuses are given tattoos hair rarely, but cut it short whenever possible.

104
Most Rashemani have extensive scars and human nature; people are warped by social
marks from their hard labor. The most expectations, twisted by the demands of a
common clothing are simple tunics and culture that wants too much.
trousers, topped with a caftan. The purpose of Hazlan as a setting is to
The Mulani are the elite of Hazlan, an explore the monstrous—high-magic horror
ethnic group comprising perhaps five to ten that isn’t high-fantasy horror. Its inspirations
percent of the population. Mulani are tall and include the “weird tales” of Robert E.
thin, preferring to keep their dark hair cut Howard and Fritz Leiber, with a dash of H.P.
very short or shaved entirely. Mulan have Lovecraft and Gene Wolfe. The magical
olive skin and brown, green, or hazel eyes. underpinnings of Hazlan serve to further the
Their caste tattoos tend to be elaborate and idea that it is a chaotic place, a land where the
extensive, with their deeds and very laws of nature are reduced to mere
accomplishments adding to them over their suggestions by the whim of self-absorbed and
entire lives. The highest-ranked Mulani tattoo corrupt sorcerers.
their bare heads to show their greatness to all
who can see them. Mulani tend to dress in Themes
elaborately draped and brightly colored silks;
though red can be used for decoration, only • Numinous Monstrosity: Hazlan is a land
wizards of the Red Academy are permitted to of monsters and dire magic, a place
dress in the color exclusively. where horror comes from the spiritual
Mulani are exhaustively educated, with the and physical twisting of the natural order.
best among them being sent to the Red It is an ideal place for body horror, in
Academy to learn sorcery. In turn, the which the forms of things have become
Mulani work to keep the Rashemani corrupted and horrible. Even without the
uneducated and ignorant; it is considered intention of its users, magic is a force of
dangerous to even let a Rashemani become chaos and corruption, the widespread use
literate, so a system of simple glyphs is used of which leads to unintentional awfulness.
in public to allow them to fulfill their daily • Social Theory: The hard questions of
tasks. Though all Hazlani are expected to be race, class, and social expectation are at
adherents of the Lawgiver, the Rashemani the heart of Hazlan. Racism and classism
tend to be more publicly vocal about their are common social ills in the domain,
faith, while the Mulani are expected to be and a constant demonstration of the ways
more devout for social reasons. in which social privilege breeds cruelty
Hazlani architecture leans toward the and contempt. At the same time, social
simple but colorful. A flat building made of expectation is shown as being just as toxic
fired bricks might be brightly painted to draw for those at the top of the structure in
away from its simplicity. The elite Mulani moral terms.
tend to include tall spires and narrow towers • Eldritch Horror: While Hazlan seems to
in the construction of their homes, often be normal on the surface, it is a place
topped with rounded or onion-shaped where chaos and horror are just waiting
domes. to burst forth. Old, alien ruins dot the
landscape, while the wizards of the Red
Academy constantly breed new horrors
Tropes out of arrogance and pride. Cosmic
Hazlan is a land of chaos beneath a thin horror is a frequent element of stories set
veneer of order. The modern landscape in Hazlan.
hides old secrets that can warp the body and
mind of those who stumble upon them. The
overbearing pressure of a rigid society is
continually at odds with the imperfections of

105
The Darklord mirror images of himself and leaving them
with the same perverse anger at the world.
The wizard-king Hazlik is lord of Hazlan as
In Hazlik’s nightmare, he is powerless and
well as the master of the Red Academy.
cowers before the magical might of those
Despite his position of absolute authority, he
who tormented him. Hazlik frequently
has seemingly little interest in governing,
imbibes powerful alchemical concoctions of
meaning that the law is a patchwork affair in
his own devising to avoid sleep for as long as
much of the land. Hazlik leaves much of the
possible, since these dreams remind him of
daily business of his country in the hands of
his failures. The longer he stays awake, the
appointed advisors and governors, whom he
more his dreams bleed into reality, turning
can replace at whim.
his world chaotic and hallucinatory. He must
Physically, Hazlik is a tall, bald man of
eventually collapse into restless, haunted
coarse middle age. He wears a goatee but no
sleep despite his best efforts to avoid it.
mustache and dresses in long red robes that
When Hazlik needs to close his domain, a
expose his hairless, tattooed chest. People
wall of shimmering fire leaps up at the
often notice his strange eyes: the left is brown
borders. Only creatures completely immune
and the right is blue. His phlegmy voice is
to fire naturally can survive the flames; any
often tight with unconcealed impatience. His
being merely using magic to avoid harm has
most striking feature, however, are the ornate
the magic burned away, followed by their
tattoos that cover his head—arcane symbols
flesh. Hazlik must maintain an arcane ritual
that declare him to be vulgar, weak, and lowly
to keep the borders closed, meditating before
to anyone who can understand the complex
a brazier of special incense. Since the ritual
Hazlani tattoo language. Anyone who brings
requires great concentration but leaves
up his tattoos in conversation is likely to meet
Hazlik more vulnerable to his perpetual
an unpleasant end.
exhaustion, he usually cannot maintain it for
Hazlik was once a powerful wizard-
more than a few hours at a time.
nobleman in a land ruled by mages. His rise
to power earned him many enemies. One of
them laid a cunning trap for Hazlik, catching
him in a tryst with her assistant and having Nova Vaasa
Hazlik accused of rape. The court turned on
Hazlik, tattooed him as a criminal, and Nova Vaasa is the domain most folk think
burned his estate to the ground. He retreated of when people speak of the Far Steppes—
to a bolthole and spent years devoting and with good reason, given that the country
himself to research and planning vengeance. takes up more than two-thirds of the region.
In time, he happened upon his rival and her Hundreds of miles of open plains are the
lover; he tortured them to death gruesomely major feature of Nova Vaasa, a land where a
before abandoning their bodies and fleeing. man can ride hard for days on end without
During his escape, he was swallowed up by seeing a single other human being. The
the Mists and found himself in a new land, scattered towns and villages are separated by
one that was subtly different from his vast distances, and the few cities are
homeland. Hazlik was king here, but just as sprawling, overcrowded cesspools that can
bound as before by the expectations and make someone begin to long for the empty
demands of others. His efforts to return to steppes in no time.
his homeland to finish exacting his vengeance While much of the domain can be
on those who humiliated and exiled him have described as “plains” in the broadest sense,
all met with failure, leaving him bitter and these range from the sprawling central
angry. He takes out his frustration on his steppes to the verdant southern grasslands to
many apprentices, twisting them into warped the barren and cold northern tundra. There
are also other geographical features, though

106
these tend to cling to the edges of the becomes shockingly clear; the wealthy of
domain. The northernmost reaches of Nova Nova Vaasa live in palaces built from
Vaasa begin to swing upland into rocky hills polished marble, frequently decorated with
that eventually become the Hazlani gold plate, and surrounded by high-walled
mountains or the high, difficult-to-reach estates.
plateau of G’Henna. In the south, past the The people of Nova Vaasa are made up of
grasslands and vast fields of wildflowers, lie several different ethnic groups which most
twisting, painted canyons and cracked earth foreigners are unable to tell apart. Vaasans
that gives way to true desert. themselves consider these divisions very
Though those who live in the domain know important for cultural and historical reasons,
the lay of the land and the differences however. Generally, the more northern
between the various regions, a hapless visitor groups tend to have straight dark hair, dark
can hardly be blamed for seeing only a eyes, rounded features, and pale skin, turned
continuous rolling plain. There are scattered ruddy from exposure to the cold winds.
lakes, rivers, and trees in the domain, but the Central plains groups are fair skinned and
closest thing to a true forest clings to the fair eyed, with square features and narrow
northern mountains, making dense woods chins. The southern plains groups tend to
very uncommon. The few landmarks on the have olive or brown skin, brown or black
plains are the scattered remnants of Old hair, and eyes ranging from black to emerald
Vaasa: worn stone statues of feminine figures, green, with narrow, angular faces. A common
carvings of great cats or elaborate horses, feature of Vaasan culture is food-gifting; when
cairns and burial mounds covered by thick people have extra food, they tend to give it to
grasses, and piles of rough stones with their neighbors instead of trying to sell it, on
unknown purpose. the unspoken agreement that their neighbors
Nova Vaasa’s wilderness is home to will do the same for them in times of need.
reindeer, moose, wolves, and plains cats, but The law in Nova Vaasa is as complicated as
the most frequent symbol of the domain are ethnicity and history. According to the
its horses, which roll across the landscape in doctrine of the Lawgiver, the law is an
thundering herds many hundreds strong. infallible tool of god, enforced by his
Nova Vaasans are immensely proud of their appointed clergy and those with the divine
horses, gelding any that are exported from right to rule. In practice, “the law” is barely a
the country in order to maintain their concept in Nova Vaasa, as the local legal
monopoly on the best bloodlines. Plains cats history is a morass of conflicting power grabs
are a major source of fear on the steppes; between the noble families, the ruling elite,
these large, dun-colored cats have foot-long the wealthy, and the clergy, complicated by
fangs and attack with a sound eerily similar to the ability of local power brokers to simply
a human scream. ignore the law and rule on precedent or
The architecture of the domain varies personal power at whim. Punishments for
between that of the plains, the cities, and the broken laws (or just offending the wrong
nobility. Rural towns are generally person) are severe, ranging from flogging to
constructed from whatever materials are on hard labor camps and branding; the wealthy
hand, be it round huts of stone, square can often avoid punishment through barely
hovels of hewn earth, or simple wood lattices concealed bribery.
covered in fabric. Cities tend to have
buildings with slanted roofs and tall spires but Tropes
are more frequently built from brick, stacked
Nova Vaasa is about two parts Boyar Russia
several stories high and crowded together in
to one part Mongolia and one part Old
urban squalor. It is only when one sees the
West. The same sort of stories are told using
homes of the nobility that the disparity
the plains in all three cultures: lone villages

107
with corrupt masters who are saved from can cross over into body horror easily
danger by wanderers, preferably riding enough, but most of it has a specifically
horses, who then leave after saving the medical or alchemical focus.
people from danger.
These stories are conflated with horror The Darklord
tropes in Nova Vaasa, with a heaping dose of
The criminal mastermind Malken is the
“grim prairie tales” and Weird West
darklord of Nova Vaasa. Possessed of a
influence, albeit with fewer six-shooters.
hunched build and twisted spine with thick
limbs and heavy hands, no one who meets
Themes Malken could doubt that he is anything but a
• Corruption: Everything in Nova Vaasa is caliban. Malken’s long fingernails are filed
rotten to the core. The government is enough to form makeshift claws, his unruly
virtually indistinguishable from the gray hair and eyebrows make him look older
criminal underworld. Church officials are than he is, and his facial features are
bought and paid for by the highest exaggerated and uneven. His quick mind and
bidder. The nobility lives in opulence vast education often catch people off-guard—
while their serfs starve on their doorsteps. as does his uncanny ability to move in near-
On a physical level, the populace is perfect silence when he wishes. His body is
branded, tattooed, scarred, and mutilated covered with tattoos showing his criminal
by the system they serve. The “infallible” exploits and allegiances.
doctrine of the Lawgiver splits into a While Malken is unpleasant to deal with
hundred isolated heresies out on the personally due to his slang-filled dialogue and
steppes. The center cannot hold. brusque attitude, he can be quite eloquent
• Endless Plains: Nothing can prevent and charming if he decides that someone is
someone from saddling up and riding out worth his time. Most of the time, he acts up
of town if he wishes—but those who do his reputation as a criminal mastermind and a
will quickly find that they can ride for dangerous man. It is apparent to anyone who
days on end without a single sign of speaks with him that he could simply have
human life. Villages and towns are them killed if he wished. He rarely acts
isolated not by obstacles but by simple impulsively, though; his strategies for solving
distance. The steppes are vast and wide, problems are inevitably inspired, if ruthless.
but not empty of danger. Bandits, beasts, Malken was born deformed and ugly,
and eerie locations threaten the lone abandoned by his parents on the streets to
traveler. More than anything else, though, die and only grudgingly taken in by a local
the greatest threat is the sheer scope and orphanage. His early years were marked by
loneliness of the plains. abuse and neglect, since the Iron Faith
• Medical Horror: Magic has long been teaches that physical deformity is a sign of
suppressed in Nova Vaasa, so the local spiritual degeneracy. He fell in with a gang of
pursuit of alchemy, chemistry, and juvenile delinquents who accepted him for
surgery are among the most advanced in his cunning rather than rejecting him for his
the known world. Most procedures are appearance. Unfortunately, while alone he
innocent and even helpful, but dark decided to rob a young nobleman; he was no
whispers rumor more terrifying match for the healthier, stronger man and
possibilities. Rumors about of surgeries was defeated effortlessly.
that can steal organs from healthy victims Rather than send him to labor or have him
to give them to dying nobles, potions and flogged, either of which would surely kill the
draughts that can distill virtue or beauty, malnourished boy, the nobleman took pity
and distillations made from human brains on Malken and brought him into his home,
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108
personal watch. The nobleman, Dmitri Dmitri’s personal journals, he discovered
Stanov, soon discovered Malken’s quick how much his friend had truly cared for him
mind and ordered him nursed to health and and broke down in grief. When he awoke, it
educated. Malken took to medicine and was night; he had no recollection of where
alchemy like a fish to water, and in only a few the day had gone and was horrified when he
short years he had taken his place as Dmitri’s was told that Dmitri had just been looking for
personal physician. him. Terrified and confused, Malken stole
Despite his changed fortunes, Malken was what he could and fled.
bitter and angry over the accident of his birth Malken has realized that he now shares his
and the way he was treated for it by people body with Dmitri Stanov. They change
outside the Stanov household. Because of the control of their shared form without warning
Lawgiver’s edicts, it was illegal for him to or any ability to influence it. Dmitri
attempt to alter his appearance or correct his apparently does not realize what has
deformities; this didn’t stop him from happened to him and still seems to care for
accumulating forbidden lore to research the his old friend, even though Malken has
matter anyway. become an infamous crime lord.
In time, Malken stumbled on an alchemical For his part, Malken protects Stanov and
formula that could allow a man to his family from the consequences of his own
permanently assume another’s form—by enterprises—mainly because he has put so
killing someone and distilling their body as much time and effort into stealing Stanov’s
part of the formula. He resisted its use for a life that he refuses to let anyone else touch
long time until he heard about the capture “his” property. Malken has betrayed
and execution of the gang he had run with as everything he once believed in out of the
a child. Wondering why they had not been hope of someday gaining Dmitri’s power and
shown the mercy he had, his resentment influence, becoming part of the corrupt
against all figures of authority grew, including system he once despised.
his patron. Finally, justifying that he could Malken’s inner turmoil prevents him from
change the system from within, he chose to closing the borders of Nova Vaasa, though
murder his friend and steal his shape. his divided mind effectively protects him
While Malken loved his new position and from mental assault and his alchemy-infused
authority, he soon realized he had been body makes him virtually immune to most
naïve. The government was hopelessly forms of toxins and to anything that would
corrupt, and no one man could hope to alter his shape.
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109
The Forest of Beasts
The Forest of Beasts is a vast timberland there is little room for religious fervor in their
filled more with animals than with people. desperate lives. Praying to the ancestors or
The humans that dwell in the Forest eke out the spirits is common, and some larger
hardscrabble lives of subsistence. Civilization villages might even have a shaman or priest,
is a story here—only the wilderness is reality. but few are prosperous enough to be able to
Humans are the hunted in the Forest of devote significant time to worship.
Beasts, not the hunters, and many of the
creatures that dwell in these lands are able to Languages
blur the line between beast and man in order
All of the domains of the Forest of Beasts
to better deceive their prey.
speak Vaasi, though Low Mordentish is
The westernmost portion of the Cluster is
becoming common among the traders of
the large domain of Verbrek, a coastal forest
Arkandale as they form more connections
that runs north-south and is well known for
with the Civilized Crescent. Regional accents
its enormous trees and frequent rains.
make communication among the domains
Verbrek is a rocky land full of sharp cliffs,
occasionally difficult, but rarely disastrous.
steep gullies, and heavy undergrowth with
Many villages have unique accents or
many fast-flowing creeks, streams, and rivers.
vocabulary due to long periods of isolation.
The other three domains of the region
Kartakass has its own unique language, Old
touch on Verbrek’s eastern border; the
Kartakan, which is spoken only by local
northernmost is the somewhat civilized
scholars and musicians. Most people in the
domain of Kartakass, a land known for its
domain never bother learning it, instead
musical traditions, lumber industry, and
using Vaasi as their common tongue.
potent liquors. South of Kartakass is
Minstrels and historians keep the language
Arkandale, a region of independent towns
alive for reasons of nostalgia and scholarship,
and river traders. The southernmost domain
but little else.
is Valachan, a land where wolves are
displaced by large cats as the top predator.
While all of the region’s domains have a Connections
temperate and warm climate, the southern The rivers of Arkandale flow east into the
half of the Cluster is subtropical. All of the Civilized Cluster; Arkandale’s trading clans
Forest is humid, prone to heavy rain and ferry a significant amount of Kartakan
muggy weather; Arkandale and Valachan hardwoods into the shops of Richemulot.
have almost murderous heat, with humidity The rivers can be very hard to navigate,
so strong that it can make simply breathing however, since they pass through the Mists;
feel like drowning on a hot day. Mosquitos this means that only experienced navigators
and the diseases they carry are common attempt such passage. Quite a few of the
throughout the Forest of Beasts, and rivers of northern Verbrek connect with the
breathing ailments are a frequent killer. Balinok Mountains, particularly to Invidia,
The Forest of Beasts is a wild, untamed but these rivers are even more dangerous to
place, full of superstition and fear. Magic is navigate than those of Arkandale.
frequently reviled by the people of the Western Verbrek has a long shore that
region’s small villages; some even think that flows into the Sea of Sorrows, but few
any magic-user is an animal spirit disguised as settlements exist on its rocky, storm-wracked
a human. While the people of the Forest shores. Most ships that try to find portage in
possess animistic traditions of their own, the waters off Verbrek generally wind up

110
shattering themselves on the cliffs and shoals. Valachan, where pride and greed work to
Eastern Valachan gradually bleeds into the destroy the traditional culture of the region.
Far Steppes, and a reliable Mistway known as The only major remaining cult in the area is
Horse Lord’s Pass connects the two. that of Yutow, a sun god who was once
regarded as a bloody-handed spirit but now
The Spirit Pact serves as a banner of rebellion.
Many of the villages of the Forest of Beasts
share similar legends about the nature of the
world. These animistic faiths are collectively Arkandale
called “the Spirit Pact” by outsiders, though
each is unique and different in its own ways. Of all the lands of the Forest of Beasts,
The common beliefs shared by members Arkandale is the closest to civilization. Its
of the Spirit Pact are that the world sprang villages are more prosperous than those of
from the Mists, and that the faceless spirits of other lands, walled and palisaded structures
the Mists took shape in order to explore their that protect their people from the creatures
new world. Most of the myths say that the of the forest. Dalemen engage in extensive
first of these spirits was the Wolf God, agriculture as well as hunting and fishing; they
sometimes called “Grandfather Wolf”; some produce more than enough to allow them to
legends claim that the other spirits came into trade the surplus to other communities,
existence as the Wolf God hunted them, particularly the furriers and trappers of
each becoming something different in an northeastern Verbrek.
attempt to stay ahead of the First Wolf’s Arkandale is a land of rolling hills, covered
fangs. in vast forests and cut through with wide,
Those who follow the Spirit Pact see the shallow rivers. The traders of Arkandale use
world as a constant struggle between broad-bottomed rafts and barges to ply the
humanity and the spirits of the wilderness. waters, slow-moving craft that leave them
Some try to placate the spirits with offerings; vulnerable to raiders and pirates using canoes
others attempt to ward them off with ritual or obstructions. The forests of Arkandale are
actions; a few emulate them, becoming more not as thick or impenetrable as those of the
like beasts in order to fool the spirits or gain other lands of the region, but they are still
their favor. Shamans of the Spirit Pact are avoided whenever possible by the natives.
rarely practitioners of magic, but a great many Buildings in Arkandale are constructed
of them are wise in the ways of animals and from local timber or wood imported from
herb lore. Kartakass by river. The homes of most folk
The most feared and reviled followers of are tall, gabled houses, built wide but shallow
the spirits are the blasphemous Cult of the to help keep the interiors cool.
Wolf God. These vile turncoats see wolves as Whitewashing is common, especially for the
superior to humans, and themselves as homes of the wealthy, and roofs are normally
“hunters of men.” Many of them are covered in shingles of slate or tile. Stone
cannibals or worse, hoping to gain the buildings are uncommon in the domain due
strength of the wolf by hunting and eating to a lack of quarries, so fire is a serious
other humans. Some have found ways to concern in most towns.
become wolves themselves, or hideous The prosperity of Arkandale is not without
hybrids of wolf and man. Every villager fears its cost. Arkandale is a land where the wealth
their howling and dreads to see their sign, the of the few is bought by the sweat and blood
black claw, scrawled on a tree, for it means of the many. Slavery is common in the
they intend to hunt—and soon. domain, especially the horrors of chattel
Many of the Spirit Pact faiths have been slavery, where human beings are considered
pushed to the fringes or wiped out in property without rights of their own. Wealthy

111
landowners and merchant clans keep ancestors of the trading clans. A few are
extensive numbers of slaves, working them to former freemen who fell deeply enough into
death in order to preserve their own meager debt that their freedom was forfeit, and some
advantages over their neighbors. While many were stolen from neighboring lands as
slaves were taken from Verbrek in raids (or children.
by “traders” who turned on their clients for Slavery is vital to Arkandale’s economy,
profit), the vast majority were born into and the sole reason that the nation stands
slavery, the descendants of slaves who have above its fellows in wealth. Arkandale’s
known nothing but lives of labor and extensive plantations produce grain,
hardship. vegetables, and fabrics that are then traded to
The people of Arkandale are fair-skinned other lands. Because slaves outnumber
and attractive, with young women of freemen in Arkandale, the masters are
Arkandale having an almost legendary constantly worried about revolts or uprisings,
beauty. Most Dalemen dress in simple work treating the slightest rebellious behaviors with
clothes to minimize the oppressive heat, but intense cruelty.
the recent affluence of the trading clans has
inspired them to begin importing fashions Tropes
from the Civilized Crescent. The most
Arkandale is intended to be a
affluent clans have begun speaking
representation of the American South before
Mordentish in imitation of their trading
the Civil War, or early Canada before the
partners, who would be utterly horrified to
American Revolution. It is a land of farming,
realize the degree to which slavery is an
fur trapping, and trade, where the wealth of a
accepted institution in the nation.
few is carried on the backs of many. The
Dalemen have a reputation for genteel
land is only a step removed from its poor
hospitality and deliberate courtesy, but this
origins, with even the wealthiest citizens being
veneer lies atop a core of suspicion and
little more than trumped-up nouveau riche
insularity. Even the wealthiest Daleman is
pretenders. Their manners and courtesy
only a generation away from hardscrabble
disguise a rapacious attitude that sees nothing
poverty, which generates an undercurrent of
wrong with turning people into objects.
tension that often breaks out into feuds or
While Arkandale may seem like a poor fit
brawls. Dalemen work hard to be courteous
for the Forest of Beasts, it mainly exists here
because they take offense at the smallest of
as a counterpoint to the vast wilderness,
slights, leading to dangerous retribution.
treating man as the real animal. Humans
They can be intensely ruthless about
metaphorically prey on each other in
protecting their privilege and position; even a
Arkandale, turning civilization into a sham—a
poor freeman has pride, since he is better
thin veneer on top of a “dog eat dog” world.
than a slave.
Arkandale is the “proof” to the Cult of the
The slaves of Arkandale are a miserable
Wolf God’s claims that humans are worse
lot, kept in ignorance and poverty and treated
than animals; wolves don’t keep slaves, after
as little more than animals. A master can beat
all.
a slave to death with no consequences other
than having to replace a lost slave, and slaves
Themes
have no rights to privacy, property, or basic
dignity. Slaves are superficially little different • The Beast Within: Arkandale is a
from free folk; their darker skin is only from seemingly civilized land, but that
more frequent outdoor work and not any civilization hides all manner of sins. The
particular ethnic difference. Most are the veneer of civilization is mere makeup, a
descendants of tribesmen taken from layer of paint atop a canvas of savagery.
Verbrek—from tribes that are also the Men and women dance to fine music
while wearing fine clothes, only to go

112
back to their fine homes and whip their safe from the beasts of the forest. Seeing all
slaves to death. Children are disciplined humans as little more than prey anyway, he
with beatings, and adults settle their introduced the concept of chattel slavery to
disputes with fists instead of words. the region; rather than hunting humans and
Courtesy exists to hold the animal at eating them, he would hunt humans and cast
arm’s length, but apparent calmness can them in chains as his servants.
give way to frenzy in a heartbeat. Spending so much time on the rivers to
• Horrors of Slavery: Slavery is practiced in ensure his wealth and hunt for new slaves left
some other lands of Ravenloft, but Nathan with ironically little time to enjoy the
nowhere else is it as extensive or as fruits of his labors. Still, he comforted
horrible. Slaves in Arkandale have no himself with the idea that all the work he did
rights to speak of—nor do they have would pay off in time, leaving him a wealthy,
hope. People speak of slavery as a comfortable man.
“necessary evil” in order to preserve the Instead, Nathan found himself rapidly
wealth of the elite, effectively saying that outpaced by the humans he had supported,
human lives have a monetary value. The leaving him a minor riverboat trader
idea that human life can possess a price constantly behind his competitors. His own
tag cheapens life while avoiding plantation was less productive than his
responsibility for permitting slavery to neighbors, and he was constantly undercut by
exist. his former friends and allies.
• One Step from Savagery: Arkandale In time, Nathan found himself bereft of
doesn’t feel like a tamed land. Just the resources, little more than a poverty-stricken
opposite—it feels like a wilderness where human himself, with only a scrubby plot of
civilization is barely scraping by. The land and a weather-beaten riverboat to his
towns are perpetually half-finished, while name. Other werewolves spurned him as a
the villages are only superficially different traitor to his own kind, avoiding his
from those in neighboring domains. Wild “territory” not out of respect but out of
animals remain a constant threat, even on disdain. Nathan married and had children,
the plantations, and nature is as much an but all of his blood would eventually turn
enemy as anywhere else in the region. against him in one way or another. Even his
Even the wealthy elite are only a purely human relations want nothing to do
generation removed from tribal villagers with him because of his temper and poor
themselves, despite their pretensions to business acumen.
the contrary. Nathan Timothy is an old wretch now,
white-haired and bearded. He lives on his
riverboat most of the time, constantly looking
The Darklord for opportunities that might allow him to
Riverboat captain and merchant Nathan reach the station he believes he deserves. He
Timothy is the darklord of Arkandale. He is sees others succeeding in his place and feels
a werewolf who betrayed his own kin to enjoy nothing but envy for their success—but his
the comforts of civilization. Nathan was once primary means of vengeance has been taken
the leader of a pack of werewolves, but he from him, since he cannot command the
grew envious of the creature comforts he saw local beasts any longer. They have lost
possessed by humanity—cooked food, liquor, respect for him and will not obey him.
soft beds, and the like tempted him until he Nathan is a creature of two worlds, truly
turned from his people’s traditional ways to belonging to neither and gaining no pleasure
live like a human. from either one.
Nathan’s ruthless nature served him well. Nathan’s affinity with the rivers of the land
He quickly became the master of a trading allows him to make any body of water aid
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113
him in closing the borders. He can command Kartakans are a lean, graceful breed of folk
a river to swell its banks, destroying bridges blessed with long limbs and angular,
and making the river impossible to cross on handsome features. Their skin is very fair
foot or by animal. Any boat on the river will and creamy, sometimes dotted with a few
be unable to steer, forcing it to drop anchor, scattered freckles. Kartakan hair is wavy and
or simply become lost in the fog that rises up normally a flaxen blond, but very rarely a
from the water. He cannot control the land child with raven tresses is born. Men keep
passages out of the domain, but the forests of their hair long and wild, often growing it past
Arkandale can be dangerous enough on their their shoulders. Women allow their hair to
own without his influence. grow all the way to their waists and likewise
shun styling it. Neatly trimmed goatees and
long, full mustaches are typical among men.
Kartakan clothing is comfortable but
Kartakass dashing. Men and women alike wear blousy
shirts and trousers, the latter tucked into high
Kartakass is a land of music where joyful black boots. Women frequently wear short
song echoes through the black forests, tinged vests over their blouses, while men prefer full
ever so slightly by the tone of fear. It is a coats. Wide-brimmed hats are popular with
domain of dense woodlands blanketing a men, particularly among woodsmen and
region of rocky upland terrain. The forests travelers. Clothing colors are vibrant, with
are wild and treacherous here, from the brilliant reds, yellows, and blues being the
thorny undergrowth to the fierce wolves that most popular hues. Delicate embroidery is
stalk the wooded ridges. The wilderness is far frequently used to decorate Kartakan garb.
from lonely, however, as the sweet baritone Jewelry is used sparingly; the sparkle of a
voices of lumberjacks at work float over the single earring or ring is considered most
hills. The domain is riddled with spectacular attractive.
natural caverns, endlessly branching Kartakans are a warm, gregarious lot noted
labyrinths of limestone that wind deep into for their love of music and talent with song.
the cold earth. There are melodies for every occasion and
Buildings in Kartakass are massive log daily activity, and a Kartakan village at work
lodges with broad facades and towering or play is a veritable festival of music. These
thatch roofs. Rows of narrow windows, bold folk also have a fondness for poetry and
wooden carvings, and delicate floral patterns storytelling. Tall tales are a Kartakan tradition
grace the fronts of homes and shops. Most meant to teach lessons and play on the
structures feature enormous central fireplaces gullibility of listeners. Wandering bards are
ringed by a raised dais for musical also a local institution, and the arrival of a
performances and storytelling. Natural famous bard stirs a Kartakan community to
surroundings are frequently incorporated celebration and passion. A popular, bitter
directly into the domain’s architecture. Living local brew called meekulbrau sweetens voices
trees may be employed as natural pillars, or a and loosens inhibitions.
structure may open up directly into a cavern Kartakans are content and thankful for the
of glittering crystal. Even the humblest simple pleasures of life. They respect
settlements feature public amphitheaters for tradition, wisdom, and musical skill above all
annual singing contests. else. They fear little but the vicious wolves
As the northernmost region of the Forest of that stalk the domain, creatures that have
Beasts, Kartakass has the coolest climate. Its been known to enter homes at night and drag
winters can be harsh at times, though snow is slumbering victims from their beds.
uncommon. Summers tend to be milder than Kartakans have a shared culture, but each
those of neighboring regions, but they can settlement in the domain is autonomous. No
still become very humid.

114
central authority dictates or enforces law everyone totally alone. A village doesn’t
throughout Kartakass. It is common for a care about the affairs beyond its borders;
community to choose its leader through an a family doesn’t help their neighbors
annual contest, typically one that incorporates when times are tough for everyone; a
musical competition as well as knowledge of man keeps his problems to himself and
local history and law. hopes others do the same. People are
generally friendly without being
Tropes particularly helpful or cooperative, and
they can sometimes be shockingly cruel.
Kartakass is the dark forest of Grimm’s
faerie tales, a place where wolves entice red- • The Land of Fairy Tales: Kartakass is a
cloaked waifs into the forest but no land out of fairy tales, a place of mystique
woodsman shows up to save them at the end and wonder. These aren’t nice fairy tales,
of the story. Because of the musical nature of though. These are the tales where Little
the land (and its lord), Kartakass could Red Hood and her grandmother are
almost be played as a dark version of a messily devoured, where Sleeping
Disney musical, full of life and laughter—until Beauty’s town sleeps forever, and where
the third act, when everyone dies. the talking animals are usually villains.
In appearance, Kartakass is intended to Still, everything has a mythical quality to
resemble the Black Forest of Germany it. Kartakass is a land of giant owls and
during the period in which Grimm’s tales wolves the size of carriages, a land where
were being collected. It is a place of vast birds talk and trees listen, a land where a
wilderness, where every village is wolf can spin three times widdershins and
independent out of necessity. Adventures in become a man.
Kartakass tend to be very much like faerie
tales, minus the faerie folk themselves; stories The Darklord
like “Little Red Riding Hood,” “The Wolf The wandering bard Harkon Lukas might
and the Seven Young Kids,” “The Town be the last person any Kartakan would expect
Musicians of Bremen,” and “Snow White to be a werewolf, let alone the darklord of the
and Rose Red” are specific influences. domain. A popular singer and performer
across much of Kartakass, but especially
Themes around the city of Harmonia, Lukas is well
known for his charisma, musical abilities, and
• Music in the Air: Kartakass is a very
courage. The truth is far more horrific; Lukas
musical land, a place where the people
was born a wolf, from a race of “wolfweres”—
break into song at the drop of a hat and
natural shapeshifters who act as predators of
where they would rather sing about their
humanity.
feelings than talk about them. Almost
Harkon Lukas was always unusual for one
everyone has some musical talent, and
of his race. He craved human contact for its
being unable to sing or play an
own sake rather than just for the purpose of
instrument is considered a social faux pas
feeding (though he still ate people he didn’t
on par with inability to dress oneself in
find interesting), which made him a freak
other lands.
among his own kind, who saw humans only
• The Wolf at the Door: Despite the air of as useful for food. The more time he spent
life and laughter in Kartakass, everyone with humans, the more like them he became
knows that terrible things live just beyond in drive and ambition, until he was spending
the firelight, and the only way to be safe is more time as a man than as a wolf. When his
to shut out the danger. People divide the own kind finally cast him out, he turned on
world into “inside” and “outside,” a series them and became a hunter of wolves, preying
of decreasing circles that eventually leaves

115
on his own people and driving them forth serve as a barrier to travel, except along
from his territory. certain passes, and the runoff from those
Lukas eventually wandered into the Mists, mountains create a number of deep, wide
where he found a new land waiting for him, rivers that cut through the region. Where
one in which he was respected as both man much of the rest of the Forest of Beasts is a
and wolf. To the wolves, he is “Grandfather,” temperate rainforest, the jungles of Valachan
the oldest and most powerful of their kind. are subtropical or even tropical in places.
To the humans, he is Harkon Lukas, the Color and vibrancy abound in the jungles
most respected musician and performer of of the domain, from the rainbow-hued birds
the land. However, to his chagrin and that live in the trees to the shimmering
frustration, neither group sees him as a leader flowers growing everywhere to the brightly-
or master—merely as a respected elder. Lukas painted statues that decorate the domain’s
will never be the great pack leader or king he cities. Strange and bizarre creatures unheard
desires to be, and his territory will never be of in the rest of the Cluster are found in
influential or civilized. He is condemned to Valachan, from tiny and colorful birds no
being lord of a rural domain full of bigger than a man’s finger to rodents larger
independent people and wolves who will only than a goat.
obey him in the short term. The northern part of the domain contains
Harkon Lukas is a skilled shapechanger the bulk of Valacáni civilization, the center of
whose preferred form is that of a tall, Don Uriel Carrascon’s efforts to modernize
muscular human male with wavy black hair and industrialize his land. Adobe buildings
that falls below his shoulders, a well-trimmed line brick-paved streets, the simple buildings
beard, and a mustache that comes to fine decorated with colored tiles, domes, and
points. He dresses every inch the carved pillars. The capital of the domain has
swashbuckling hero, with white shirt, blue all the comforts of any modern city in more
trousers, golden coat, and wide-brimmed hat civilized regions, and the city architects are
with a feather tucked in it. Lukas can also quick to keep up with any new advancements
assume female form, as well as a hybrid man- they catch wind of. As cities move further
wolf shape and the form of a giant, ravenous away from the capital, they become more
wolf. rural, often depending on pack-laden beasts
When Lukas wishes to close his domain to of burden over wagons for moving people
the outside, a gentle lullaby fills the air at the and produce.
borders. Any creature capable of hearing the The domain’s flora and fauna are its
song—even if they currently have their ears greatest source of wealth, even beyond the
plugged—falls asleep and awakens some time silver mines scattered throughout the land.
later, deeper in Kartakass than they started. Food is heavily exported to both Kartakass
Lukas can only maintain the closure as long and Nova Vaasa (along the stable Mistway
as he can continue singing, though like most that leads east out of the domain). Many of
bards he has incredible vocal endurance. the native plants are known for odd
properties or medicinal uses, while many
unique fruits, vegetables, and grains
commonly grown here are culinary delights
Valachan in other lands.
Valachan’s people are an athletic folk,
Sometimes known as “Valacán” to its slightly short, varying between slender and
natives, this domain lies in the southeast sharp-featured to very round-faced. The
corner of the Forest of Beasts, a low-lying humans of Valachan tend toward dark skin,
region of thick, verdant jungles and hot, ranging from tan though a deep bronze or a
humid weather. The rough hills and low burnished brown. Eye color is uniformly
mountains between Kartakass and Valachan

116
dark, almost always black or deep brown; is corrupt and vicious, attempt to tame the
some children are born with yellow eyes, and wilderness with no true understanding of it.
are thought to be touched by the spirits. Traditional beliefs and values are swept away
Facial hair is nearly unheard of among men, in the face of “modern life,” with a few elites
but long hair is common in both genders, benefitting at the cost of the vast majority,
though it is usually pulled or tied back while who remain poor and marginalized.
working. Many older Valacáni have
decorative scars, tattoos, and piercings, which Themes
are growing out of fashion with the younger,
more modern generation. • The Price of Control: The
Valachan is a society which is rapidly industrialization of Valachan is fueled by
stratifying itself due to the influx of wealth the blood and sweat of its people. The
and modernity to the north. City Valacáni are modernization of the land comes from
better educated, while those living near the the ruin of its old culture. The ruler’s
cities benefit from their affluence; those living demands are unreasonable, and those
in rural farming communities or near the who attempt to fulfill them find
southern jungle are often illiterate and themselves committing more and more
uneducated, clinging to the ways of the past desperate acts to do so. Those who rise
despite the government’s efforts. Wealthier to the top often find themselves caught in
Valacáni tend toward black or white clothing, a spiraling grasp of impossible standards.
offset by colored sashes and embroidery, An ambitious soul can do well in
made of imported cotton or silk. Poor Valachan, but the price of power may be
Valacáni wear traditional clothes of dyed too high.
wool, while the poorest wear rough undyed • Taming the Untamable: Valachan is a
wool clothing; such clothing tends to be wild place, and its lord’s efforts have only
utilitarian rather than fashionable. forced the wilderness back—never
The southern regions of the domain are conquered it. The jungle of Valachan is
intractable wilderness, a jungle that is thick, more than just a passive obstacle. It is a
lush, and almost impenetrable. Rain pours living, seething entity filled with
constantly, and when it is not raining, the heat dangerous beasts, lost cities, and old
causes the ground to steam. Even in broad spirits. Likewise, the old culture still lurks
daylight, the canopy blocks out most of the just beneath the civilized surface, twisting
light while trapping heat; the humidity and into new forms and threatening to boil
greenhouse effect can make jungle heat lethal up. Every city is constantly on the verge
to unprepared travelers. The jungle is of being devoured by the wilderness,
notoriously hostile to those that try to exploit every “tame” animal is one missed meal
it, between humidity rusting machines, from becoming savage, and every citizen
animals attacking workers, and jungle fevers still believes in the old gods deep inside.
plaguing settlers and work crews. Despite this No matter what one does to shape the
hostility—and sometimes because of it—rebels land of Valachan, it is always waiting to
are known to live within the jungle, avoiding claw its way back into its old shape.
the government and launching guerilla raids. • Man’s Cruelty, Nature’s Brutality: The
law in Valachan is harsh and merciless.
The laws themselves are strict, and the
Tropes punishments are cruel. Still, the law of
Valachan is a pastiche of Mexico and man is concerned with fairness—with right
Central America, a land where and wrong. The jungle offers no such
“modernization” is a code word for consideration; its only law is “survive or
destroying traditional ways of life and die.” Is it better to live freely in a land
exploiting natural resources. The government

117
without morality, or is it better to accept a Few who know him well would be
harsh rule with recourse for wrongs? surprised by the idea that their ruler is not
human at all, though they might be surprised
The Darklord by his exact origins. The darklord of
Valachan started life as a panther, a wild
The being calling himself Don Uriel
jungle cat called Karakul by his owner, a
Carrascon has had many names over the
powerful wizard. Karakul was the subject of
years. He is a tall, sleek, handsome man
much experimentation; his master was
appearing to be in his mid-thirties. He has
curious about the nature of humanity and
dark brown skin, meticulously groomed
used his powers to transform Karakul into a
black hair, and hypnotic yellow eyes. When
man, then taught him about language, human
he sits still, he exudes an aura of restlessness;
behavior, and other concepts. In time, the
when he moves, it is with silent grace. While
wizard tired of the experiment and began to
he is pleasant and complacent in demeanor,
use Karakul as an assassin instead.
almost smug at times, he can become
The more time Karakul spent as a human,
confrontational and aggressive when he feels
the more he found himself moved by human
his authority is being challenged.
concepts. In time, he fell in love with a
servant woman; when Karakul’s master
forced him to kill his love out of an imagined
slight, the wizard’s hold over Karakul finally
broke. Karakul went berserk and killed his
master before fleeing, knowing what would
happen to him if he were found by the
authorities. Karakul stole treasure from his
master’s home and traveled the world,
learning many contradictory lessons about
what it meant to be human. He created an
idealized image of humanity, becoming ever
more neurotic in his attempts to blend in.
Eventually, he decided that he could make a
better society than all the flawed, imperfect
people he had met in his travels and entered
the Mists to find a new land on which he
could imprint his own image.
When he arrived in Valachan, Karakul
restyled himself Don Uriel Carrascon and
began seizing power in the domain away
from the tribal natives. Using imported
weapons and the wealth he had gained in his
journeys, Carrascon broke the back of the
native resistance, outlawed the old religion,
and imposed his own harsh and unforgiving
standards on the land. Now, Carrascon rules
uneasily over a land fraught with rebellions,
convinced that he could make a perfect
society if only people would quit acting
against their own best interests.
Carrascon is a miserable creature, unable
to understand that his issues stem from his

118
own self-hatred. His civilized veneer cracks trackless wilds are constantly harried by a
under pressure, filling him with self- terrifying sensation of being hunted.
recrimination and causing him to lash out at Snapping twigs and rustling leaves are enough
those closest to him. He pushes his self- to send travelers into panicked flight, like
loathing onto others, convinced that they frightened deer. There are no wide, well-
despise him for the weaknesses he perceives traveled roads in Verbrek, only the most
in himself. rugged and poorly maintained trails.
Every year on the anniversary of his The scattered villages and lone farmsteads
conquest, those he has killed return to haunt that dot the domain are wholly without
him, harrying him through the land until he comfort in the surrounding gloom of the
can run no more. The ghosts then bear him wilderness. The squat buildings are
to the heart of the jungle, speaking of how constructed of massive, rough-cut logs and
honored they were to serve him, and sacrifice thatched, gabled roofs with chimneys of
him in a grisly parody of the old religion’s smooth river stones. Muddy trenches five or
traditions. The next day, he awakens again in more feet deep surround the domain’s
his true form—that of a powerful black humble livestock pens, an often futile strategy
panther—and must painfully regain his to keep the wolves at bay.
human shape, relearn how to speak, and trek Verbrekers are a sturdy breed, short in
through the massive rainforest to find his way stature but muscular. Their skin ranges from
home. very fair and freckled to light tan in color,
If Carrascon has a virtue, it is that he does though it is typically weathered and
have a sense of justice. His rule is harsh and toughened with callouses. A Verbreker’s eyes
his demands are harsher, but he is a man are usually blue or green, and hair color runs
who can be fair, even to a fault. He despises from honey blond to medium brown, but
slavery because of his own history, and offers auburn is not uncommon. Both men and
haven to escaped slaves from other lands. women keep their straight hair long and
While his willpower is strong enough to allow unstyled, with men preferring to maintain a
him to close the borders, his control over the length just above the shoulder. Men often
land is insufficient; the jungle resists his grow mustaches and beards, always together.
demands, so he is forced to rely on Verbreker clothing is simplistic, loose
traditional troops if he wants to harry fitting, and functional. Men wear trousers and
outsiders or prevent escape. tunics, while women dress in blouses and
long skirts slit up the thigh. Many
Verbrekers, male and female alike, wear
hooded cloaks when outdoors. Shades of
Verbrek green and neutral colors such as white, beige,
and brown predominate local garb. Folk
Verbrek is not a nation at all, but rather the from all walks of life carry a hatchet or knife
name given by outsiders to a large swath of at all times if possible.
land in the western part of the region with no Verbrekers are at home in the wilderness,
central government or civilization to speak of. though their relationship with the natural
Verbrek is shrouded in a patchwork of world could best be described as an uneasy
towering forests, misty hollows, and truce. Verbrekers have a healthy respect for
overgrown wetlands. Here the wilderness is nature, but that respect is tempered with a
primeval and untamed, the dense and thorny fear of nature’s savagery. They stoically strive
vegetation making travel an arduous to carve out a life along the banks of
experience. Travelers must learn to be wary Verbrek’s many rivers, recognizing all the
of Verbrek’s wolves—hulking, silver-furred while that in the battle between humanity and
beasts that stalk their prey with human nature, nature is likely to emerge the victor.
cunning. Those who brave the domain’s

119
In the meantime, they endure by learning the Brotherhood of the Wolf, which depicts a
ways of their wilderness, thereby avoiding a non-supernatural enemy that could easily be
senseless and early death. They value basic reskinned as a coven of real werewolves.
survival skills and are easily angered by urban
folk who risk everyone’s lives through their Themes
recklessness or ignorance.
The Verbrekers are not the true masters of • The Forest Primeval: Everything in
their domain, a fact that they acknowledge Verbrek has a feeling of being both
with grim fatalism. Verbrek belongs to the ancient and dangerous. The trees are
wolves—both the four-legged ones and the enormous, the wolves can be the size of
ones that can pretend to be men. Virtually horses, and ruins abound. The wilderness
every Verbreker believes in werewolves, the is deep and dark, full of dangers. More
shapechanging beasts who have kinship with than that, the wilderness is almost aware;
both wolves and humans. Some even think it resists attempts to civilize it with a will
they have their own society, but no human of its own. New fields are overgrown in
has ever learned about that society and days, attempts to clear-cut trees draw the
returned to tell the tale. ire of monsters, and trying to build a road
Verbrek is regarded as something of a just results in the loss of workers as
treacherous, backwater realm. Tales of they’re picked off one by one.
rampaging wolf packs discourage outsiders • Man versus the Wilderness: In some
from venturing into the domain with any domains, monsters or other people are
frequency. The only regular visitors are river the worst threat. In Verbrek, the horror
merchants, who ply the domain’s waterways comes from nature and its callous
in search of the furs, timber, foodstuffs, and indifference to the lives of men. That
other commodities that the Verbrekers callous indifference can turn into true
produce. In turn, they bring scarce crafted malice when dealing with intelligent
items, particularly iron tools, on which the representations of nature, like the
Verbrekers depend. In recent years, werewolves. The worst things in Verbrek
Verbrekers have been forced to just such come from the wild; this can be bad
merchants warily; many of them have turned weather, natural predators, supernatural
out to be slavers from Arkandale. beasts, or so on, but the real dangers are
all wilderness dangers.
• Rules of Nature: An old saying goes,
Tropes “Whether you are the lion or the gazelle,
Verbrek is the trackless wilderness, the when the sun comes up you better start
savage forest that tests humanity against running.” Verbrek is the domain where
nature. In Verbrek, however, nature usually it’s hunt or be hunted, kill or be killed.
wins—and it is only at the end that those who Shades of grey and moral nuance are for
contested with nature realize that the game civilized places. Stories set in Verbrek
was rigged against them the entire time. In should be about survival, plain and
many ways, Verbrek is the archetypical simple, whether that means outrunning,
domain of werewolves and beast spirits, a outfighting, outthinking, or outlasting.
place where humans are the minority and
what few bastions of civilization exist do so at
the sufferance of the wolves. The Darklord
Virtually any werewolf movie would be a Once there was a man named Nathan
good inspiration for Verbrek, but especially Timothy. He was a werewolf, a lycanthrope
The Howling with its society of werewolves capable of changing between human and
who live mostly separate from humans, going wolf—a predator among men. He had chosen
among them only to hunt, and The to live as a man instead of a beast, trying to

120
beat humans at their own game. Instead, he superior species. He gathered also began
found that the treachery of men was as using human quislings—promised the “gift” of
boundless as the cruelty of wolves, and he lycanthropy for their treachery—to infiltrate
failed time and time again to achieve the villages and promulgate the Cult of the Wolf
wealth and greatness he felt was his due. He God.
took out his frustrations on his own family, Today, Alfred Timothy is the leader of a
among them his eldest son, Alfred, who grew mighty tribe of werewolves, but he is
to resent and hate his father. unsatisfied. He cannot seem to wipe out the
After Alfred had his first change, he last bastions of humankind in his domain, no
rejected his father’s “weak” humanity and matter how hard he tries, and “his people”
chose to live as a beast, picking off travelers are a fractious, vicious lot more interested in
and livestock to satiate his hunger whenever hunting and fighting among themselves than
he wished. One such escapade found him in unifying their power. Worse, he has found
tricked and trapped by farmers, who thought that he can no longer control his change
him merely a human criminal when they completely; whenever he loses control of his
found him naked and bloody in their barn. temper or his lust, which normally makes
He was enslaved and shipped to a plantation, werewolves change into their hybrid combat
where he was worked nearly to death before form, he instead is trapped in his weak
he managed to escape into the wilderness. human form. He keeps this secret from even
Wandering half-dead in the wilds, Alfred his closest packmates, since it would
had a vision of a huge wolf who nursed him inevitably lead to being challenged for
back to health but vanished before he could leadership by his own precepts.
find out why. Alfred decided that he had Alfred cannot close the borders of the
been chosen by the Wolf God to become the domain in any traditional sense; he lacks the
voice of the wolves. He gathered other willpower and focus necessary to do so.
shapechangers to his cause and began However, can command legions of wolves
preaching a fiery dogma in which humans and werewolves to scour the forests when he
existed only to serve as prey, and in which desires, and few merely human foes can
werewolves and their changing kin were a escape such a concerted hunt.

121
The Nocturnal Sea
The oceans of Ravenloft have many names (and semi-reliable) ocean currents act as
in many cultures. The Vaasi call the waters Mistways between the Nocturnal Sea and
beyond their coast “the Midnight Ocean” for other Cluster, and Mist compasses are almost
its grey and bleak weather, the poetic a necessity to navigate on an ocean where the
Dementlieuese call theirs “the Sea of stars are never seen.
Sorrows,” and the bronze-skinned warriors of The weather of the Nocturnal Sea ranges
distant Rokushima dub the sea surrounding from nearly arctic around islands like
their islands “the Poison Mirror.” Regardless Todstein, to cool but temperate in the waters
of the name, they are all the same ocean—the of Liffe and Blaustein, to warm around
Nocturnal Sea. Ghastria, to downright tropical on distant
There is a vast and frigid expanse of ocean Markovia. Rain is common in most places,
that stretches out into the Mists, touching and storms are rare but sudden. Wind is a
upon many shores and luring sailors to their constant across most of the sea—except when
doom. The winds of the great ocean are it dies suddenly and without warning, leaving
unpredictable, gusting up or dying suddenly, a ship becalmed for days on end with no
and storms can come from nowhere to make apparent reason.
sea and sky become one. When the air is Because of the fluid nature of the Cluster,
calm, thick fog banks cover the water’s new Islands are discovered and then lost
surface and near-black clouds speed across frequently. Those described here are the
the sky, heedless of the stillness of the wind. ones with the longest-standing stable trade
Daylight is weak and sickly on the sea, while routes and access to one another. Generally
the night is as black and oppressive as a speaking, an island’s domain borders extend
tomb. to about a mile or so out from its shores,
Scholars generally refer to the ocean as the though this can be lesser or greater
Sea of Sorrows, but the Cluster as a whole— depending on the nature of the darklord in
consisting of the sea and dozens of islands—is question.
called the Nocturnal Sea. The Nocturnal Sea
is an unusual Cluster, as one of its domains Languages
actually intrudes into many other Clusters,
Many dozens of languages are spoken
permitting travel between them by ship. The
across the Nocturnal Sea, though each island
many islands of the Nocturnal Sea are
generally only has a single dominant
considered a true part of the Cluster by virtue
languages. Some islands claim ancestral links
of being utterly surrounded by the waters of
to other Clusters, making the languages of
the Sea of Sorrows, rather than merely
those Clusters common there, while others
sharing a coastline with it.
speak their own local language that seems
The islands of the Sea have very little in
unrelated to anything spoken elsewhere.
common with one another other than a
Each island’s entry discusses the languages
shared ocean, but this is enough for an
spoken by the local populace, but in general
extensive network of ship-based trade and
each new land is an opportunity for linguists
communication to have built up between
to show their art and all others to risk
them. Additionally, many of the coastal lands
frustration and danger.
that touch upon the Sea of Sorrows have
limited trade with the islands of the
Nocturnal Sea, who in turn act as middlemen
for trade with other such lands. Some reliable

122
Connections coastline of their domain by using a compass
and line of sight, but deep-water ships have
Because of the unusual nature of the Sea of
no such luxury.
Sorrows, the Nocturnal Sea has connections
The Sea of Sorrows has no natives—unless
to dozens of domains. Virtually any domain
one is prepared to count the sailors who
with an ocean coastline is connected to the
spend most of their lives on the waves, the
Nocturnal Sea—and a few Mistways lead
rumored beasts that dwell beneath them, or
directly from the sea into landlocked areas
the restless spirits trapped on the ocean for
from which a ship has no chance of
all eternity. Reports of monsters and ghost
returning.
ships are common on the Sea of Sorrows,
Some of the most consistent connections
and only the most experienced captains know
are ocean currents that connect the Civilized
which are merely stories and which must be
Crescent with Ghastria, the Far Steppes with
feared as truth.
Graben Island, and the Shining Bay with
Dozens—maybe hundreds—of small islands
Blaustein and Markovia. Persistent rumors
speckle the Sea of Sorrows. Any such
speak of a deadly ocean current that drops
inhabited islands are inevitable domains of
wayward ships in the middle of an endless
their own, as well as a few islands whose only
desert, called the Jackal’s Ruse, thought to
inhabitant is the damned soul whose crimes
lead to somewhere in the Amber Wastes.
have claimed them a desolate and isolated
prison surrounded by the endless waves.

The Sea of Sorrows Tropes


The Sea of Sorrows serves a dual function
A grey and frigid ocean stretches out into in the Ravenloft setting. First and foremost, it
the Mists, touching upon the shorelines of acts as a convenient method of allowing travel
countless lands. This ocean, the Sea of between distant domains, so long as they
Sorrows, is both boon and bane to those that have a shoreline. This allows GMs to have a
must sail its waters. The sea provides convenient method of connecting different
bountiful fishing and trade routes, but leaves parts of the setting if he wishes to do so—or to
a domain open to the ravages of piracy, prevent such travel by simple means of
ocean monsters, and dire weather. While having no ships going to the location the
storms are not especially common on the sea, characters wish to travel toward.
the high winds that can blow up unexpectedly The second, and more important reason, is
are a major challenge to even skilled sailors, to have a region of the setting for telling
and some truly massive storms—known as nautical stories. The Age of Sail and the
hurricanes—can sweep across the horizon opening of the New World are major
with little warning. relatively recent events at the time of the first
Thick fog covers the waters of the Sea of Gothic literature movement, and many tales
Sorrows when the air is calm. Experienced of the time speak of haunted ships, ghostly
sailors try to keep their ships from going too specters on the waves, and distant islands full
quickly, as obstacles and other vessels can of evil history. The Sea of Sorrows offers
appear out of nowhere in the haze. The thick Game Masters a chance to tell stories like
clouds and constant fog make daylight dim those from the Pirates of the Caribbean
and sickly on the sea; the nights are movies or the classic horror film The Fog,
impenetrably black and starless. A vessel weird tales of naval terror.
relies almost solely on its Mist compass to
navigate the sea, since few landmarks can be
seen reliably in the dense fog. Of course,
coastal sailors can often simply follow the

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Themes sailors, though they are more obviously dead
men.
• Water, Water Everywhere: Being on the Pieter van Riese was born to sail, raised in a
Sea of Sorrows is a uniquely isolating port town and becoming a stowaway as soon
experience. A ship is effectively an island as he was old enough to think of it. He
all its own, since there is no way to be worked his way up from a cabin boy to the
certain how long any given voyage will master of his own vessel, gaining a reputation
take. A captain is king at sea, and his crew for fairness, boldness, and ruthlessness in
if often subject to his strange demands or equal measure. The sea was his great joy, his
cruel whims—and a crew pushed too far only love. He traded and whaled to make
can turn to mutiny. Supplies can run low, ends meet, but his true happiness came from
especially water; the irony of dying of the making of maps and the exploration of
thirst when surrounded by an ocean has new lands. He was constantly searching for
not been lost on generations of sailors. better sea routes.
• Endless Horizons: No one knows how As van Riese grew older, his desire to
vast the Sea of Sorrows might be. A man explore the whole of the world became an
could sail for ten lifetimes and never see obsession, and his inability to find the
all of its wonders or horrors. New lands northern sea route he knew existed turned
lie waiting to be discovered for those from frustration to fury. He was certain that
willing to risk all on the high seas. The finding the passage would grant him the fame
power of wonder and terror are amplified he desired—and equally certain that his
by new discoveries—and of course, there failure to do so was because of the weakness
are fortunes to be had for the bold and and foolishness of his crew. He became
the lucky. harder and harder to work with, eventually
• High Seas Terror: No trip on the Sea of drawing a crew of only the most desperate
Sorrows is uneventful. Even a “boring” and hardened sailors, whom he punished
ocean voyage is one fraught with worries mercilessly for the slightest offenses.
and concerns. Whether inclement In his final voyage, the ship struggled for
weather, unexpectedly low supplies, more than two months to find the passage
pirate raids, monster attacks, a weird van Riese sought. Food and water ran low,
discovery, or a shipboard accident or many crewmen were killed by the cold or by
crime, the heroes should never set sail van Riese’s foul temper, and the Relentless
without something making the voyage avoided a mutiny only because the sailors
interesting or terrifying. The Sea of were more terrified of their captain than they
Sorrows isn’t just a means to travel were of dying.
between places—it’s a place all its own. The sea began to whip up into a bloody
gale, and the crew begged van Riese to take
The Darklord the ship back to port. He refused and swore
Pieter van Riese was the captain of the that he would sail the ocean as long as it took
brigantine Relentless in life and remains her to achieve his dreams—and that he would give
captain in death—as well as the master of the any number of lives to see that dream
Sea of Sorrows. Even in death, he is a tall, become reality.
broad-shouldered man with a strong jaw, a The storm swept the deck clean of life,
close-cropped beard of iron grey, and deep- including van Riese himself when the mast
set eyes that smolder like coals. He dresses in broke and impaled him through the chest.
a dark, high-collaged bridge coat and a The next morning he awoke again, free of his
battered sealskin cap. The only indication body and sailing upon a vast, misty sea. Pieter
that he is anything but a normal sailor is his van Riese’s obsession had anchored him to
vague translucence and that of his crew of the mortal world as a ghost, leaving him with

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all eternity to seek a goal that can never be vessels, as Blaustein cares nothing for what
completed. other loyalties a ship might have.
Captain van Riese can control the Blaustein is notorious among sailors as a
Relentless by thought, but it sails better with a pirate port and hub for black market trade.
crew. He is constantly sailing the seas, Many things that are illegal in other lands are
looking for vessels with competent sailors to readily available at the markets of Blaustein,
press into his service. Once his crew is full, and the island’s sole town has far more inns,
he returns to exploring the oceans, only to be taverns, and brothels than a city many times
frustrated anew by his inability to make its size. The island is also famous for blue
accurate maps or charts—as though the diamonds, a kind of fine cerulean gem
islands and coasts he discovers move. He unknown in any other place in the Land of
takes his frustrations out on his ghostly crew, Mists.
in turn making it necessary to replace them The sole port town is filled with travelers
again. The Relentless is seen as a terrible and traders, as well as the natives whose work
omen for this very reason. brings them into contact with outsiders on a
Pieter van Riese cannot close the borders regular basis. The people of Blaustein are
of the Sea of Sorrows, nor would he wish to. noted for their intense loyalty to the lord of
Any ship on the sea is a potential source of the island; indeed, even without the laws
sailors for his own damned voyage. making disloyal speech punishable by death,
most would be shockingly devoted to him.
The central portion of the island is set aside
for the lord’s castle and the manors of his
Blaustein nobility, a title he grants to those who reach
middle or late age and distinguish themselves
Lying in the “middle latitudes” of the Sea in their professions. The nobles of Blaustein
of Sorrows, Blaustein is a rocky but are a strange mix of traditional landed
temperate island standing out of the water aristocracy, highly successful pirates, and
like a threatening shark tooth. The imposing extremely skilled craftsmen.
black castle at the highest point of the island A dozen languages are spoken in the port
presents a menacing image to sailors as they of Blaustein, but the one spoken commonly
approach the shores, and its position atop the among their own by the natives is a heavily
cliffs above the island’s largest port means accented form of Mordentish. Slang terms
that visitors never truly escape its shadow. from other languages have crept in over the
Blaustein is only a few miles across, home to years, as have curses and idioms that make
a single port town and a few scattered villages. the local dialect difficult to understand for
The most notorious habits of the natives outsiders. Locals use this as yet one more
are their tendency to seize ships that do not way to weed out “civilians” from their own
fly their lord’s flag, though this sign of loyalty kind.
must usually be accompanied by a sizable
“docking fee” for ships that choose to take
harbor on the island, and their occasional Tropes
habit of kidnapping beautiful women from Blaustein is the home of the infamous
ships that dock in their harbor. Experienced Bluebeard of myth and legend, mixed with a
ship captains quickly learn to fly a Blaustein classical pirate port like Tortuga. It is
flag as they approach the island, and to not intended to be a rough-and-tumble port
bring female passengers with them when island where only the wickedest scoundrels
passing near—or to hide them and risk the go regularly, but where a group of
wrath of the island’s lord should they be enterprising heroes might well be forced to
found out. Still, these are acceptable risks to go in order to achieve a goal. It is largely
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125
Blaustein will center around navigating the lest they be relegated to the category of
pirate politics of the port and dealing with the livestock.
darklord’s grim marriages, possibly saving • The Truth Will Out: Secrets just can’t
some poor soul from death at his hands. seem to be kept in Blaustein—not from
In a narrative sense, the story of Bluebeard the lord of the island, and not from other
is also the story of the way in which spouses people. A cheating spouse will always get
have unrealistic expectations and demands of caught, a lying merchant will always be
the object of their love, and the way in which found out, and a traitor will always have
they turn the people they love into objects. his treason revealed. Even small secrets
The original tale can be taken as a metaphor tend to be revealed, particularly in
for spouse abuse and the ways that men of damaging and ugly ways.
the time objectified women, as well as a
metaphor for the way that secrets inevitably
come out in a long-term relationship.
The Darklord
Raoul Morrell is a man of average height
with a bulbous, barrel-shaped body. Every
Themes part of him appears inflated, as if there is too
• Loyalty Among Thieves: The people of much extra meat under his skin, and he
Blaustein are pirates, thieves, murderers, makes matters worse by dressing his plump
and vagabonds, but they have a common body in suits that are slightly too small for
loyalty to the island’s lord. This common him, despite their outlandish and overdone
purpose makes them seem of a single finery. He wears a large but neatly trimmed
mind and makes them shockingly black beard, with oily blue shade in direct
friendly toward one another. When a light; this earns him the nickname
pirate is at sea, he might be a savage “Bluebeard” from the people of Blaustein.
without pity or mercy, but on Blaustein Lord Morrell is in fact a caliban, born to a
he is everyone’s friend. Two men who wealthy family who shielded him from the
tried to kill one another in a furious ship worst fate that might befall such a deformed
battle only a day before will embrace as child. He was a clever and quick-witted boy
brothers in port. This seems hypocritical who longed for female companionship. He
to outsiders, but the people of Blaustein frequently corresponded with women of his
understand it all too well. own station who became enamored of the
• Pirates are Free: While the sailors who lovely letters he wrote—only to break off the
dock at Blaustein and the people who live relationship when they met him in person.
on the island are scum of the worst sort, After his father died and he inherited his
their lives are free in a way that few other family estate, he finally found a woman
people can claim. People on Blaustein willing to marry him. Unfortunately, he soon
drink, carouse, take drugs, engage in discovered that his wife had wed him only for
licentious behavior, curse fiercely, and his wealth and was unfaithful. When
live to the fullest. Every day is an exercise confronted with evidence of her betrayal, he
in squeezing the most out of life—because cut her throat and left her to rot in a sealed
you never know when the sea might claim room, then claimed publicly that she had run
it. Conversely, the people of Blaustein away with her lover.
think of anyone who doesn’t share their He married again, several times, but each
values as nothing more than cattle to be time he discovered that his wife was
butchered when they feel like it. Non- unfaithful and each time he killed his new
pirates deserve no consideration at all, wife and locked her body away. Finally, he
and outsiders had best demonstrate that found a woman he thought to be perfect—
they appreciate the values of freedom, beautiful, sophisticated, gentle, and seemingly
loyalty, and mutual self-interest quickly careless of his ill-born looks. Still, having

126
been betrayed so many times, Morrell could He inevitably returns, to the sorrow of his
not accept her apparent perfection at face bride.
value; he devised a test where he would leave
the castle “on business,” giving his wife the
keys to the estate and forbidding her from
entering a single room. The Drowning Deep
Almost immediately, his wife was struck
with curiosity and opened the forbidden The surface of the ocean belongs to
room. When Morrell returned, he was humanity to a certain extent. The endless
infuriated and stabbed her through the heart. waves are dangerous and threatening, but
As she died, his wife cursed him with all her ships make their way between ports with little
hate, for she had truly loved him and had trouble every day. The ingenuity of mankind
only acted from curiosity. She said that if has not mastered the ocean or tamed it, but it
obedience was all he prized, then obedience has made the sea a place where many earn
was all he would ever have. Soon after, he their livelihood. Fishermen, traders, and
found himself transported to a strange island pirates go about their business, always vaguely
full of ruffians and cutthroats who would aware of the dangers of the waves but never
obey his every whim. He found the ability to truly understanding the horrors that lurk in
look into other’s thoughts—he would never the deeps—and never knowing how swiftly
again be fooled by a pretty face hiding those horrors can consume the ignorant.
secrets. Far beneath the ocean, deep enough that
Yet along with this power came a dreadful no human could survive the descent unaided,
burden. No woman native to his land is another world exists. This region of the sea,
appealing to him; indeed, any native woman the so-called Drowning Deep, is a place few
he approaches with lust in his heart seems to mortal eyes have ever laid eyes upon and
turn into a hideous corpse in his eyes, where even fewer have survived to speak of
resembling one of the many women he has it. Down where the light from the sun cannot
killed over the years. Only foreign women— reach, another realm lies—a realm of crushing
those immune to his aura of obedience—hold pressure, near-freezing cold, and utter
any attraction for him. Every so often, he darkness. Life exists in the Drowning Deep,
finds a woman who awakens his black heart albeit not human life, and even a sort of
to the semblance of love, and he enacts the civilization, though a cold and cruel one.
same test he used on his true love. Each one Somewhere far beneath the waves, more
has failed this test, whether through infidelity, than two thousand leagues underwater, lies
curiosity, disloyalty, or another number of the drowned city of Xalot (sometimes called
other reasons; no woman can achieve “Shay-Lot”), inhabited by thousands of
Bluebeard’s impossibly high standards. piscine perversions of the human form.
Bluebeard cannot close the borders of his Many related races of aquatic nature dwell
domain, but his curse gives him a unique within the Drowning Deep, all of them
ability to temporarily leave his island’s shores. bound by a common faith and ruler—the
After he marries, when he issues his God Below. They have lived in the sunless
impossible test of loyalty, he feels his heart lands under the sea for time immemorial,
lighten for a few days, during which he can though some of their legends say that they
sail freely on the Sea of Sorrows. He typically were ordinary humans once, before cruel
uses this time to lead pirate raids and visit gods sunk their homelands beneath the
distant shores, knowing that he could ocean; they hold that their ancestors were
abandon his domain and simply be free— spared only by the grace of the God Below,
except that he cannot simply leave without who changed them in order to save them
knowing whether or not his new wife is loyal. from death.

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Despite the sheer difficulty in reaching the the first successful submersible in the real
undersea realm and the dangers presented by world was built in 1620, and primitive diving
its natives, air-breathers sometimes brave the bells may have been used as early as the 12th
journey anyway to seek sunken treasure, rare Century.
deep-water pearls, or lost ships. They often
find more than they bargained for in such Themes
expeditions. If they are lucky, they are eaten
immediately; if they are unlucky, they are • The Abyss: The Drowning Deep is aptly
taken back to Xalot, there to be changed into named—mere survival is difficult here for
loyal servants of the God Below. air-breathing characters. The pressure,
Still, there are pockets of resistance to the the dark, the cold, and the lack of air are
zealots of Xalot. Some descendants of those all pressing matters for adventurers in the
changed by the God Below regard their Drowning Deep, and they should present
transformation as a curse rather than a severe logistical problems during any
blessing, the greedy grasping of a being whose potential excursion into the domain. Any
sins forced the other gods to destroy his journey into the Drowning Deep should
kingdom in ancient times. Their numbers are highlight the alien nature of the domain,
few, so they generally avoid contact with the as well as its utterly hostile and uncaring
God Below’s minions, though they might environment.
well take it upon themselves to free captives if • Drowned Glory: The fallen glories of the
the odds were in their favor. past litter the bottom of the sea floor.
The piscine aberrations of the Drowning
Deep mine them for goods and relics,
Tropes but even they know little about the
The Drowning Deep is an explicit wonders that surround them. The
reference to the legends of Atlantis, crossed histories of their former lands are all
with the cosmic horror of H.P. Lovecraft, gone, rotted away by the sea water and
particularly his sunken city of R’lyeh. The replaced by hollow praises to the God
God Below is intended to be a Cthulhu-style Below. Even as his priests exhort his
dark god, replete with sanity-destroying virtues, they know in their hearts that the
appearance and fish-men servitors. The glory he promises will never be theirs
Drowning Deep also exists to offer the again—they have fallen too far from
opportunity for undersea adventures, a classic humanity.
staple of the fantasy genre as well as early • Hierarchy of Hubris: Everything is
science-fiction, such as Jules Verne’s Twenty stratified in the Drowning Deep. The
Thousand Leagues Under the Sea. piscine aberrations serving the God
The major difficulty facing any adventure Below labor under a strict and
underwater is the sheer difficulty of surviving unforgiving caste system. The sea itself is
in the environment. Magic offers one divided into layers of pressure, depth,
possible solution to this problem, either from and light, and many creatures can only
ordinary spellcasting or from the application survive naturally at one of them. At the
of unique, short-term magic items. Perhaps same time, the journey of Virundus from
there is a rare form of seaweed that lets man to god—or something god-like, at
people breathe underwater for a few hours at least—teaches that those that overreach
a time, or perhaps a magical transformation can sometimes transcend their own
can allow the heroes to breathe water—but limitations, even if the end result isn’t
not air—while it lasts. Engineering can also what they would expect. The Drowning
offer solutions in the form of submersibles; if Deep is a place where vainglory and
a submarine seems too advanced for the pride push the inhabitants to overcome
general tone of the setting, keep in mind that their own situation, and which lures

128
surface-dwellers into its embrace in order Though he was once human, Virundus is
to show their mastery of nature itself. now a hundred-foot-long nightmare of flesh,
bloated to immense size by the power flowing
The Darklord through his form. His hideous shape is
covered in tentacles, scales, mouths, eyes,
The sole master of the Drowning Deep is
and other features of aquatic life forms—and
Virundus, the so-called God Below. The son
stranger things still. Thousands of symbiotic
of the emperor and empress of a mighty
creatures grow on his bulk, and he is so large
empire, his line was supposedly descended
that he cannot fully straighten himself within
from a sea-god whose divine blessings passed
the confines of his temple-prison. He
from parent to child. His birth was
demands the worship of his people, believing
accompanied by signs and portents, and he
that godhood is truly his destiny and that
seemed destined to rule over a prosperous
other beings exist primarily as tools for his
and happy country. Some feared that the
use in achieving that end.
prophecies of his birth could be interpreted
Virundus cannot close his domain’s
to mean that he would bring ruin to his own
borders, as the distinction between the
people as well as to his enemies, but they
depths and the shallows is too vague for him
kept their fears to themselves.
to separate them through sheer will. On the
Virundus grew into a strong, handsome,
other hand, he has many hundreds of
intelligent, and charismatic ruler. After his
servants and incredible magical power that he
father’s death, he began a campaign of
can use to his advantage. Given the
conquest against the empire’s enemies and
difficulties that non-aquatic beings have in
turning its allies into mere subjects. Raised in
even surviving the Drowning Deep, the God
privilege and entrusted with a divine legacy,
Below can be a formidable foe for any group
Virundus could never be satisfied with what
of explorers even without the inherent power
he gained; he was convinced that he was
to seal his domain.
destined to become a god on earth and to
rule over all the world. He began to demand
human sacrifices in his name, polluting the
temples of his people’s divinities with false Ghastria
worship of himself. He consulted with the
wise men of a hundred kingdoms to find the Ghastria is a mid-sized island, smaller than
means to achieve ascension to divinity, but Liffe and Graben but significantly larger than
none could help him. Blaustein or Todstein. The shoreline of the
Finally, he had a vision that showed him island is mainly rocky beaches and low cliffs,
the way to eternal life and godhood. To fulfill making it a simple matter for smaller vessels
his vision, he slaughtered tens of thousands to come ashore. Larger vessels must still
of helpless prisoners and slaves as sacrifices dock at the island’s only major port because
to his glory. As the last of the sacrifices fell, of depth concerns, but the shoreline and
earthquakes struck his empire, laying it low, nearby ocean is completely free of hazards
and tsunamis swept across the whole of the such as reefs and rocks. Swimmers and very
land. By the night’s end, the thousand islands small craft must be wary of the swift-moving
of his nation had been swallowed by the sea. currents around the island that can create
Yet Virundus found that the vision had powerful riptides; several people lose their
spoken some truth—his power was indeed lives every year by swimming in the warm
godlike, making him immortal and giving waters around Ghastria, only to be pulled
him the magic needed to twist his surviving under in a heartbeat by a sudden change in
citizens into forms that could survive the the tide.
deeps that had claimed his land. The warm waters around Ghastria and the
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129
for rich and fertile fishing waters. This is foreign fashion strikes their fancy on a given
fortunate due to a quirk of the island’s year—usually a fashion long since out of date
nature: because of some sort of chemical in in the land being mimicked. Despite their
the soil, any food grown on Ghastria— distance from “civilized” lands, Ghastrians
including meat animals that eat native plants— speak a surprisingly modern dialect of
is utterly tasteless. Such bland food remains Mordentish.
nutritious, but a lack of flavor can quickly kill Perhaps the most interesting aspect of
any enthusiasm for a meal. Because of this, Ghastrian culture is the local focus on leisure
most Ghastrians have large amounts of fish time. Ghastrians are enamored of their
and seaweed in their diets, and foreign food personal hobbies to the point that the
and spices are a major import. schedule their working hours around their
Ghastria’s warm currents keep the weather free time, instead of the other way around.
pleasant and mild year-round, though the Merchants and vendors seldom keep regular
cool summer breezes belie the sun’s power. hours, and fishermen keep themselves
Ghastria is one of the few places on the Sea beholden only to the needs of the tides.
of Sorrows that isn’t constantly overcast, so Being “taken by the muse” is common
people used to heavy cloud cover can among Ghastrians, who consider the pursuit
become sunburned quite easily on clear days. of art or music a noble endeavor; Ghastria
The warm currents also bring frequent rain has produced a disproportionate number of
in the mornings and evenings, and winter famous poets, painters, sculptors, and
sees heavy, wet snowfall. These conditions musicians over the years.
also create ideal growing seasons, making
Ghastria’s crops bountiful, if flavorless. Tropes
The island itself is hilly, with many slopes
Ghastria is the “sleepy little artists’ getaway”
and small valleys. There are few remaining
from horror literature, turned up to eleven.
stands of forest on Ghastria, with only a
Everyone in Ghastria has an artistic hobby,
sparsely wooded patch on the northern tip of
and most of them are pretty mediocre at it.
the island and a slightly denser stand on the
Stories like Alan Wake and many of the
western coast. Ghastrian homes are therefore
novels of Stephen King (particularly Lisey’s
made of stone, since the small amount of
Story and The Dark Half) meditate on the
wood on the island is needed for boats.
nature of art and the relationship an artist has
Older homes were crudely constructed out of
with his medium. Ghastria is a place for
loose stones mortared with mud, but modern
stories such as this—a place where art and the
buildings tend toward brick. Some modern
artist can become horrifically intertwined.
buildings have a wooden second story
constructed on top of a stone of brick lower
level. All buildings on Ghastria are bland- Themes
looking, since the salty sea air strips away • For the Art: Everyone in Ghastria is an
paint and plaster almost as rapidly as it can artist of some kind—everyone. A butcher
be applied; natives instead decorate the might carve scrimshaw on his off time,
interiors of their homes with bright colors. most of the local fishermen are also
Ghastrians themselves tend to be pale- musicians, and almost everyone has a
skinned naturally, but they are often tanned room of their house that they use as a
and worn from the sun and wind. Dark hair studio or study. People talk about art and
is most common, but fair hair is not artistic endeavors a lot, as well as making
considered unusual; eye color is extremely frequent poetic or musical allusions.
varied. They dress in sturdy clothes of wool Someone professing to not have a hobby
and linen, dyed simple colors, though the will be met with the same horror and
upper class dress in imitation of whatever

130
disbelief as an atheist in a religious Originally, the d’Polarno name was
community. associated with kindness and charity. This
• Tastelessness: Just because the public veneer of decency was a ruse;
Ghastrians love art doesn’t mean they’re d’Polarno was a shrewd, ruthless politician
actually that good at it. Even people who who sought a throne of his own. His king
are technically adept with their medium recognized the man’s treachery but was
often choose dissonant or tasteless unwilling to kill him without breaking his
subjects for the work. There are plenty of reputation first. The king had his court
excellent painters who focus their efforts wizard trap d’Polarno’s soul in a mystical
on pictures of animals playing card painting, rendering him a soulless and
games, for example, and lots of truly uncaring husk. The king has miscalculated,
terrible ones who nonetheless struggle to however, and now lacking a soul, d’Polarno
capture the perfect landscape. The food also lacked any shred of conscience that had
in Ghastria is a reflection of its people’s been holding him back. He murdered the
preferences in art—bland but plenty of it. king and his entire court at a feast and set
Anyone who has genuine talent and taste himself up as the new ruler.
in Ghastria is an exception, and such Rulership brought d’Polarno no joy,
talent runs toward the macabre—as does though. Lacking a soul, he also lacked the
the source of anything palatable… capacity to feel love, happiness, or even hate.
• Art Eats Itself: A common theme in art is By chance, he discovered that killing another
the idea of an artist being metaphorically human being in front of the painting that held
consumed by his own work, whether his soul would free it from the painting for a
because his obsession eats all his time or short time. Each year, at the turning of the
because he becomes so entrapped by the seasons, the magic in the painting becomes
endeavor that he cannot escape the weak enough that human sacrifice can give
demands of his audience. This can also d’Polarno back his soul for a few hours or
be related to the idea that young artists days. During this time, he debauches himself
steal the spotlight from their elders, even utterly, seizing the lust and joy and sorrow
as their elders try to use the younger that had eluded him the rest of the year.
generation for inspiration or support. His depredations drew the attention of his
This theme of devouring is common in own people, who sought champions to free
Ghastria. Art is an act of cannibalism; themselves from their tyrant. The marquis
artists who become serious about their was nearly killed in the ensuing battle, but he
work rather than just treating it as a discovered that his life could not be
hobby tend to become ruthless and extinguished so long as his painting was
follow a “dog eat dog” philosophy that untouched. Since then, assuming the identity
occasionally becomes quite literal. of his own son and grandson, d’Polarno has
learned to be more subtle in his killings,
preying primarily on foreigners and people
The Darklord who would not be missed.
The Marquis Stezen d’Polarno has ruled Though he has ruled for over a century in
Ghastria since its founding, though most his various guises, d’Polarno is concerned to
modern folk believe their ruler to be the discover that he is not ageless. While his soul
grandson of their original leader. The “first” is trapped in the painting, his body does not
marquis was deposed through violence due age; however, when his soul returns to him,
to his unpleasant habits and appetites, and he ages slightly faster than normal. In the
the “heirs” since then have been more century of his rule, he estimates that he has
publicly restrained. In private, d’Polarno aged perhaps a decade. Now his concerns
remains a debauched hedonist, though only have turned from simply enjoying what time
under certain circumstances.

131
he can to finding ways to extend his life— Settlements tend to huddle in river-carved
something that he will need outsiders for. nooks along the shoreline, making the people
Stezen d’Polarno can close the borders of highly dependent on the sea’s bounty. Except
his domain by summoning up impenetrable for a handful of hunters and lumberjacks,
fog and rain at sea, making ocean passage most Grabenites live within earshot of the
impossible. He can only keep this up for as ocean’s crashing waves for their entire lives.
long as his interest holds, which is rarely The inland regions of the island are swamps,
more than a few days at a time. Moreover, he marshes, bogs, rocky cliffs, and a few dense
loses this ability while his soul is returned to stands of hardy cold-weather trees.
him, during the days after each turning of the The people of Graben have been shaped
season. by their harsh terrain, making them insular,
unfriendly, and very conservative. They
dislike the attention that their largest
settlement has been receiving in recent years
Graben Island as an oceanic port and tend to regard most
outsiders as criminals and ruffians with
One of the largest inhabited islands in the baffling or offensive foreign customs. The
Sea of Sorrows, Graben is a chilly, rocky land fact that their language, called Grabenite, is
with little to offer outsiders save a port from spoken nowhere else in the known world
storms. Erratic winds pose a challenge for makes their stubborn refusal to adopt foreign
sailors near the oddly-shaped shores of customs or alliances even more frustrating to
Graben, which resembles nothing so much as those that would seek to use their island as a
a massive clawed hand when viewed from convenient stopping-point.
above. Narrow fjords and boggy bays lurk Physically, Grabenites are extremely tall;
between the island’s “fingers,” and the they are lanky and long-boned, fairly
“claws” point the way to dozens of smaller muscular but gangly. Foreigners occasionally
islands that surround the mainland. Shattered remark that their heads seem slightly too
ships and mired vessels surround the large for their bodies. Despite this, Grabenite
approach to Graben, but the insular natives women have a reputation for incredibly
habitually refuse to put up a lighthouse or beauty. Poor nutrition and lack of sunlight
any other aid to navigation. contribute to many Grabenites developing
Graben’s summers are cooler than spring rickets later in life and losing their teeth
in many lands, and winter snowfall can earlier than most people. Almost all
become so thick that most buildings have Grabenites are extremely pale with waxy
exits on the roof or second floor to allow complexions; their hair is wavy and white-
people to get out of their homes in blonde, with eyes of faded blue. They have
midwinter. The seas around the main island almost no variation in these general factors,
are choked with ice floes for more than a making their appearance quite homogeneous
third of the year, and icebergs are shockingly and outsiders very easy to recognize.
common in the region year-round. Even in Most Grabenite clothing is from local wool
Graben’s short warm season, roads can and imported cotton, worn in layers to keep
become impassable by virtue of runoff out the pervasive chill common to the island.
turning them into mud; indeed, natives prefer Grabenite clothing is seen as somewhat
to travel in winter because skis and archaic by outsiders, with an old-fashioned
snowshoes make it easier. and conservative style that includes apron-
The harsh terrain of the island slopes dresses for women and padded shin-length
gently downward from the jagged ridgeline of breeches topped by wide-cuffed tunics for
the western bluffs to the marshes and men. A few people—particularly local
beaches in the south and east. Only a small sailors—have begun to adopt the nautical-style
fraction of the island’s land is arable.

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sealskin overcoats or woolen greatcoats worn almost any player to have dozens of nearly-
by foreign seamen, but they have not become silent people staring at them in the streets,
widely popular. even if it’s just from curiosity about people
Life on Graben Island is harsh, testing its who look different.
people constantly with its poor weather, bleak In many ways, Graben is intended to be an
landscape, and treacherous waves. While allegory for small towns in general, as well as
they are spared the oppressive hands of a reference to the New England stomping
feudal taskmasters the land itself conspires to grounds of horror sometimes known as
make mere subsistence a back-breaking and “Lovecraft Country.” There are two levels of
arduous process as difficult as the life of any horror in Graben: the personal horror that
serf. Grabenites seldom fall into abject comes from being in a conservative rural
poverty despite these circumstances; though location with no one to trust, surrounded by
they are rude and hostile to outsiders, hostile nature, and the existential horror that
Grabenites are tight-knit, generous, and comes from discovering that many of the
hospitable to their own people. The closest people surrounding you are not really
thing the island has to nobility are the “people” at all.
reclusive Graben family, who were the first
settlers in modern history, and they eschew Themes
rulership in favor of simply stewarding their
own lands. • Stoic and Conservative: The people of
Even well-off Grabenites have few chances Graben Island see nothing wrong with
for recreation or ease. Summers are spent in doing things the same way their
harried labor, stockpiling food, then winter’s grandparents did, and they regard any
snows force them into shelter, there to attempt to change their ways as
perform handicrafts, teach their children, and tantamount to sacrilege. They show
cope with confinement, cramped quarters, emotion only in the most extreme
petty animosities, and boredom. Stoicism moments, seeming cold or even heartless
and the determination to silently endure to those not familiar with them. A parent
nature’s hardships are hallmarks of the won’t cry for his dead child in public; a
Grabenite character. A Grabenite never woman might shed only a single tear to
complains about difficulties confronting him, discover her true love drowned at sea.
though he may well speak of previous The cold nature of the people is a
adversities faced and survived with wry, necessary survival trait in a harsh,
contrary pride. Slothfulness and fragility are unforgiving environment, but it can seem
not tolerated; lazy or delicate people are downright cruel to others.
pushed into conforming—or pushed out of • Small Town Secrets: In a small, tight-knit
society and onto ships going to balmier community—like those dotting Graben
climes to seek their fortunes elsewhere. Island—everyone knows everyone else,
though rarely as well as they think they
do. Virtually everyone has a dark secret
Tropes of some kind, ranging from the
Graben is the archetypical “coastal embarrassing (like a miller writing poetry
community with a dark secret” common in in his spare time) to the immoral (like a
the tales of H.P. Lovecraft, Robert Bloch, man cheating on his wife) to the horrific
and Stephen King. Such locations as (like an entire family actually being
Innsmouth and Castle Rock (or Little Tall heartless undead monstrosities). When
Island) would fit the feel of Graben Island running adventure in Graben, keep in
perfectly. The native are insular, paranoid, mind that every household contains at
rude, and all share very similar appearances; least one important secret and possibly
it can create a general feeling of unease in several.

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• Cabin Fever: Many domains in Ravenloft grew up alone and isolated, cold and without
utilize isolation as a tool of terror. On empathy, until he finally entered his nation’s
Graben Island, the isolation isn’t total— great magical academy. Meredoth
but it is still terrible. With the winter distinguished himself as an artist and artisan,
snows, the terrible storms, and the and many thought he had a bright future. He
distance between safe locations, it is quite even started to make friends, against his own
common for a small group of people to better judgment. When his closest friend
be trapped together for extended periods stole Meredoth’s final project and presented
of time. Even people who love each other it as his own work, it was too much to bear;
can find their feelings turning to loathing Meredoth killed the young man in secret and
when trapped in close quarters for weeks spent the remainder of his adult life killing
on end with nothing to do except dwell his rivals and stealing their secrets as had
on every little imagined slight. Not a once been done to him.
winter passes without finding a household Unable to rid themselves of such a
who could bear the cabin fever no powerful wizard directly and unable to gather
longer—to lethal results. enough evidence of his crimes to punish him,
Meredoth’s superiors had only one way to
dispose of him: they promoted him.
The Darklord Meredoth became the provincial ruler of a
While the Graben family would seem like tiny patch of land and a few hundred
fine candidates for one of them to be the colonists. He found that “exile” suited him
darklord of the island, the truth is that they just fine, save for the constant whining of his
are but minions and servants to the island’s subjects. Within a year, all of the colonists
true master, a reclusive necromancer named serving Meredoth had perished; he recruited
Meredoth. Virtually every member of the more and set himself to eliminating their
Graben family—and many other people in “human weaknesses” by turning them into a
important positions across the island—are more perfect kind of undead.
Meredoth’s undead servants, the lebendtod. Meredoth devoted himself to his magic, his
Through a powerful magical ritual, their art, but he found that he had lost all
hearts are removed and their bodies creativity. He had developed a permanent
preserved at the moment of death; they lose case of artist’s block in his isolation. Needing
none of their intelligence and still look alive supplies and servants, he sought out the
to all but the most thorough examinations, people of a nearby island and discovered that
but they are utterly loyal to their maker. being around other people—painful at the
Meredoth himself lives in total isolation on best of times for the highly introverted
Todstein, a tiny atoll north of Graben Island, wizard—was the only thing that restored his
surrounded only by golems and undead of creative spark. The idea that he could only
his own creation. Most of his creatures are get new ideas from others, effectively
mindless and obedient—just the way he plagiarizing their work to make his own, was
prefers it. Meredoth regards free will as an offensive to the proud wizard, but not being
affront, almost painful to be around, and he able to create at all was far worse.
is a complete misanthrope. He finds no Meredoth attempted to create loyal,
interest in other people, save as his curse intelligent undead servants to be a ready
demands. source of inspiration, but he found that
Once, Meredoth was an extremely talented utterly loyal beings were incapable of
young wizard from a nation where magic- challenging him to the degree that true art
users were the nobility. His parents were self- demanded. Every so often, Meredoth must
involved and loveless, leaving him in the care seek out human companionship in order to
of conjured servants and mind-controlled become creative, but the persistent frustration
“mundanes” throughout his childhood. He

134
of dealing with others—and with knowing that north of Graben Island proper, is far more
his creativity truly belongs to another— easily defended. The seas around his lair are
inevitably drives him to kill his “muse” and filled with enormous icebergs, creating an
use their body as raw materials. ever-shifting maze of hundred-foot-high walls
Meredoth’s borders extend much further of ice. He can instantly sense when a living
out into the seas around Graben Island than being crosses that boundary, as well as when
many other domains, and he can turn the one sets foot on Todstein. He is never caught
oceans into a twisted maze of sleet, high off-guard by intruders, and he never treats
waves, and ship-killing icebergs. Were it up kindly with such unwanted guests. He
to him, he would keep Graben isolated all occasionally allows survivors to escape his
the time, but keeping the borders closed grasp, however; he finds that tales of terror
requires a slow expenditure of his magical about the master of Todstein are far more
power, which he cannot regain while the effective at keeping out future trespassers
borders remain closed. than a ship simply disappearing.
On the other hand, Meredoth’s own lair on
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135
The Shining Bay
Largely dominated by an adherence to a Shining Bay, Paridon’s sister-city Timor.
past that is long gone, struggling to control Small but densely populated, Timor is
the technologies of the future, the Shining connected to Paridon by a massive bridge of
Bay is a region on the cusp of a new era. As steel and stone that straddles the tiny, rocky
that era pushes itself into the forefront of the string of islands between the two cities. The
land, the people feel the changes, as well as only natural harbor in the entire region is in
the friction brought on by them. The Shining Paridon, completely encircled by the city,
Bay is a land ruled by a traditional where Zherisia’s rivers have eroded the
aristocracy, even as the lower and middle natural black stone of the bay enough to
classes gain in importance through their create a place where ships can safely
access to the machinery that keeps their approach the land.
betters wealthy. The rich isolate themselves Lowland Zherisia is primarily composed of
in good parts of the cities, while the poor face rolling grasslands and boggy moors. These
the looming threat of starvation almost daily. areas make for poor farming but passable
Pragmatism and romanticism go hand-in- grazing, so the majority of towns in this
hand in the Shining Bay—the well-educated region subsist through sheep or cattle
upper class can be shockingly ruthless when ranching, with some basic subsistence
it comes to protecting their investments, farming. The few remaining thin woodlands
while the downtrodden poor find escape in the lowlands are at the far eastern edge of
from their drudgery in the stories of grand the island, beyond which a few coastal towns
heroes and the comfort of faith. As the world brave the cliffs and jagged reefs to survive as
changes around them, people cling even fishermen. Virtually the entire island is
harder to the things they believe, and grasp shrouded in fog year-round, and it is
ever more desperately for that which they particularly thick around the city of Paridon.
desire. Zherisia becomes rockier as the elevation
The Shining Bay is a region of islands, one increases to the north and west, following the
large and several small, encircling a broad curve of the island’s crescent. The jagged hills
body of water from which the region takes its and scrubby cliffs that separate highlands
name. The largest of the islands is Zherisia, a from the lowlands are barely livable.
crescent-shaped island roughly one hundred Highland Zherisia was once a verdant land
miles long and fifty miles thick at the widest. of rich, black earth and deep, impenetrable
Zherisia is divided geographically into the forests. For the last generation, the greed of
eastern lowlands, which contain the majority men has raped this fertile land, leaving
of its settlements, and the polluted western behind a desiccated wasteland filled with
highlands, where most of the regions lumber, muddy, rotten fields where trees once grew
coal, and minerals come from. The biggest and gaping pits in the earth, the legacy of
part of the lowlands is dominated by the city- decades of strip mining. The region’s water
state of Paridon, a massive and sprawling supplies are hopelessly polluted—even the sea
metropolis that acts as the political and social around Nosos churns with black, oily froth.
heart of the region. Occupying the western The factories and refineries belch forth a
uplands is the allied city-state of Nosos, constant stream of black smoke that
surviving amidst the barren waste of the combines with the island’s native fog to
highlands. produce cloying, choking smog. The taint is
Directly out from the center of the crescent not even cleansed by the rain—when rain falls
is the second-largest of the islands in the at all, it is burning, poisonous acid rain.

136
Timor sits on an enormous pillar of stone, brown, and red being far more common.
made of the same black rock as the reefs and Men tend to keep their hair short, though
cliffs that encircle the Shining Bay. The mustaches, beards, and sideburns are all in
island was almost unreachable in the past, fashion. Women grow their hair long, but
due to the cliffs and the choppy sea, but a women of high society pin it into elaborate
massive bridge now connects Paridon to buns and braids.
Timor, as well as old pneumatic tunnels that
go under the harbor and emerge into the Languages
island’s underground. Zherisia and Timor
The natives of the region speak Zherisian,
are the largest of the islands in the Shining
the language spoken by the first settlers to the
Bay, and the only two that support significant
islands of the Shining Bay and the official
habitations. A few dozen smaller islands,
language of the Empire of Zherisia. There
none more than a mile across, dot the seas
are many other languages spoken in the great
around the bay. Some of these islands are
cities as well, due to the influx of immigrants
home to smugglers, escaped convicts, or tiny
who became trapped in them during the
villages surviving in the face of the sea.
Long Silence. Rokume, Souragnean,
Zherisia has possibly the most
Pharazian, and more are spoken by the
comprehensive primary education system in
ethnic immigrants that inhabit Paridon and
the world—in theory. Every child is entitled to
Timor, though almost all of them also speak
public education free of charge from the ages
Zherisian.
of five to ten. After that, the child’s family
must pay for continued education, though
most families choose to place their children Connections
into positions that will prepare them for their A century ago, the Shining Bay had dozens
future employment. After age ten, of stable Mistways leading to many lands.
apprenticeships are common among Traders from all corners of the Sea of
tradesmen, while poorer families find factory Sorrows made their way to the ports of
employment for their children immediately. Paridon to trade, mingle, and see the sights.
Wealthy families usually forgo public All of that came to a crashing end during the
education in favor of private tutors. revolution that overthrew the monarchy. By
By far the largest single group in the the time it was over, most of the ships in the
Shining Bay is the human ethnic group called harbor had been confiscated or destroyed,
Zherisians. Though the Zherisians are not but it hardly mattered. The few ships that
the original inhabitants of the island from made it out of port soon discovered that the
which they take their name, they have been impenetrable fog of the Sea of Sorrows
in the region so long as to be considered the offered no escape—it had become impossible
native population. Zherisians possess fair to leave the region of the Shining Bay.
complexions, a result of generations spent on The islands of Zherisia spend a hundred
an island with near-constant cover by clouds years in total isolation. A generation ago, the
and fog. For the malnourished majority, monarchy was restored—and with the
complexions tend toward the pale and sallow, monarchy’s return, so too returned the
and lower class Zherisians have notoriously Mistways. Supporters of the crown claim that
bad teeth thanks to insufficient calcium in the royal line’s legitimacy is proven by their
their diets. apparent connection to the greater world
Zherisians tend to stand less than six feet in beyond the Shining Bay, while others claim
height with medium builds. Grey eyes are mere coincidence or that the oligarchs who
most common, followed by blue and green; ruled for a century had some means of
few Zherisians have brown or hazel eyes. closing the Mistways. Regardless, trade has
Likewise, black hair is rare, with blonde, once again begun with the nations of the Sea
of Sorrows, albeit with a bit more trepidation

137
than in the past. After all, no one knows if politics, science, and spiritualism. The
the Mistways will simply close again one meeting houses of the society are known as
day… lodges, and many are located in various parts
of the Shining Bay. Club members are
Humanism known as Divinities, and quite a few are
experts in the arcane arts or alchemy.
The Shining Bay is a land of religious
tolerance—even religious apathy, to some
degree. One of the rights guaranteed in the The Green Faith
constitution is freedom of faith, so long as no Most popular in the western territories of
other laws are broken in the practice of that Zherisia, the Green Faith worships nature
faith. Most Zherisians in the lower classes itself as embodied by the fey, which they see
belong to one religion or another, while the as emissaries of nature. The Green Faith is
upper classes tend to pay lip service to one of notorious in the Shining Bay for its openly
the major faiths without being especially declared animosity toward the city-state of
devoted or pious. Nosos and its continuing guerilla war against
The official faith of Paridon—the only one lumberjacks and miners in the region. No
supported or endorsed by the government—is one knows exactly how many people follow
humanism, the credo of the Celebrants of the Green Faith, but the popular perception
Humanity. Virtually all members of high of the religion is that it is practiced by only a
society are celebrants (as the followers of the few scavenging primitives eking out a
faith call themselves) and embody their faith miserable existence in the wilds on the
in humanism through their drive to succeed. fringes of “real civilization.”
The complicated philosophy of the While some members of the Green Faith
Celebrants of Humanity is based upon the prefer to live as close to nature as possible,
underlying philosophy that perfecting calling the few remaining woodlands of
oneself, physically and mentally, is the path Zherisia their home, most live among their
to enlightenment. The Celebrants recognize enemies as quiet, unassuming neighbors.
no god, making them unique in being an They acquire intelligence useful to the more
organized religion comprised mainly of militant members of the faith and provide it
atheists and agnostics. to cell leaders for use in raids and attacks;
Despite its endorsement from the only rarely and in great need will a “settled”
monarchy (gained by supporting the return of member of the faith break cover to offer
the royal family to power a generation ago), direct aid. A small number of the faith
humanism is primarily a monastic faith. The abhors the violent means preferred by the
majority of the membership consists of lay rest of their fellows, advocating replanting
worshipers, attending humanist meetings and and rebuilding over destruction.
prayer groups lead by monks a few times per
month, but the real heart of the faith lies in
its monasteries. Humanist monks are
enlightened scholars, researching the nature Nosos
of perfection and testing it through means
both scientific and arcane. The most recently established of the three
The society called the Divinity of Mankind city-states of Zherisia, Nosos is a vital cog in
has strong connections to the upper echelons the economic structure of the region. Until
of the Celebrants of Humanity. This the settlement of Nosos a generation ago, the
organization is known as a popular Zherisian highlands were the home of
philosophical society, an exclusive club where dangerous fey, scattered encampments of
men and women of wealth and power can savages, and vicious wild animals. Today, the
meet to privately discuss matters of business, highlands are home to vitally important

138
logging and mining industries—and little else. refineries and coal furnaces. Rainstorms are
While a few scattered old-growth forests frequent in Nosos; each deluge brings a flood
remain untouched by man in the far reaches of acrid water that corrodes metal and burns
of the area, the majority of Nosos has the rock black. Seasons are all but
become a blighted wasteland, filled with indistinguishable since the black smog traps
withered plants, mutated scavengers, cracked heat in the highlands. Winter is the only
earth, and fouled water. The populace of noticeable season; it can be identified by the
Nosos consists entirely of laborers, noticeably colder climate and the fall of
employers, and those few children unlucky ashen snow. At all other times the
enough to be born to either group. temperature is high and the air is humid.
To the wealthy and ambitious, Nosos Periodically the whole area is smothered in a
represents an unequalled opportunity for fog of fumes coming from the roasting yards.
wealth and power. For the lower classes, This “smog” reduces visibility to zero, though
however, Nosos is just one step short of hell. it causes no immediate harm to anyone who
Minor criminals in Paridon are often sent to is forced to breathe it in.
Nosos labor camps as a punishment, and The city of Nosos teems with life, though it
those that actually volunteer to go there are is a life choked by equal parts misery and
regarded as either crazy or desperate. In the sickness. Every building in the city is covered
early days of the settlement, Nosos was in a layer of black soot, and the streets reek
regarded as a land of hope—resources were of sewage, for few homes possess plumbing.
plentiful, land was open for the taking, and After a rain, the waste seeps into the ground
the future seemed bright. Now, in the wake and accumulates in the basements of
of environmental collapse and the cementing buildings at the bottom of hills. Rats and
of the current power structures, traveling to scavenging insects thrive in these conditions,
Nosos is a fool’s gambit. Still, a few hundred as do a plethora of diseases. Where Nosos
people choose to do so every year, seeking meets the Shining Bay (somewhat less shining
their fortunes in the mines, or just a new start near Nosos), the land becomes hard, jagged
away from old troubles. rock. These rocks are very resistant to any
The land surrounding the city-state of attempt to hew them, so no true harbors
Nosos is a blasted wasteland, dominated by exist. Just off the coast of Nosos is Garbage
endless hills of slag and gaping pits into the Island, the dump for all of the city’s excess
earth. The land is devoid of any significant materials. Garbage Island is a thriving
animal life, except for the flocks of pigeons ecosystem for seagulls, pigeons, feral cats,
and seagulls migrating between townships. rats, mongrel dogs, and diseased humans.
The earth of Nosos is scorched by the sun The folk of Nosos divide into two rough
and devoid of any plants but the hardiest classes: the owners and the renters. The
weeds, leaving the land a virtual desert even owners are the elite of Nosos; they are the
on the shores of the Yellow River. The river rail barons, the slumlords, the company
gains its modern name from the sulfur in the directors and the store owners. These people
water, spewed forth by the metal refineries of live lives of relative luxury in rich estates on
the domain and leached from the the high ground on the edges of the cities.
surrounding strip mines. Every drop of water This upper class is fairly well educated,
is infested with a variety of organisms, though most of their experience is gained
including a slew of debilitating and even fatal from hands-on experience at the sides of
parasites. their parents than from formal study. The
The Zherisian highlands are permanently members of the upper class are typically
shrouded in an awful acidic stench, and the cynical and without scruples. Success in
skies are almost always blackened with the Nosos is measured by how much people can
fumes that belch from the city’s metal exploit the impoverished people directly

139
beneath them. The members of the upper critical for this purpose; the massive beasts of
class are highly competitive among black steel haul refined metal ore to the
themselves; murders, conspiracies, and theft factories of Paridon where they are turned
are well-established social institutions. into finished goods. Nosos is filled with shops
The renters are the lower class of Nosos. selling goods purchased from Paridon.
They are a downtrodden lot; their suffering is Though the people of the domain are
the foundation upon which Nosos was built. impoverished, they do enjoy many benefits
The renters are hopelessly poor and from the miracle of metallurgy. Were it not
indebted; they and their children labor for metal stoves, glass plates, woven clothing,
without end in the mines and refineries of cheap bread and cast iron pots, the people of
Nosos, earning only enough to feed their Nosos would never be able to endure the
families until they grow old, are injured, or unhealthy conditions under which they live.
become debilitated by a disease. The renters Of the laws in Nosos, the most perplexing
live in terror of exile to Garbage Island, the is the “green tax.” The possession of any kind
punishment that befalls anyone who cannot of plant requires the payment of an expensive
afford to rent land in the cities. Even those fee. Only the wealthy nobles of the city-state
dwelling in the prison labor camps dread can afford to pay it, which makes gardens
Garbage Island. around their manors a status symbol of the
Perhaps the most cruelly ironic thing about highest caliber. Of course, the poor of the
Nosos is the myth of upward mobility. While region cannot afford to pay the fee, so many
Paridon has a large middle class, Nosos lacks of them have never so much as seen a living
any semblance of transition between the plant other than brown and dying weeks.
poor, downtrodden masses and their elite Trees are completely forbidden for private
masters. Still, when Nosos was first founded, ownership by law; all lumber enterprises are
it was lauded by its backers as a place where owned by the state.
any man or woman could make a fortune
and join the ranks of the upper class. Tropes
While some small number of people was
Nosos is the archetypical example of
able to do so, the doors to halls of power
“industrialism run rampant,” a place where
quickly slammed shut, leaving the majority of
the arrogance and greed of man have
the populace in squalor and filth. The rich,
polluted nature to a degree that is obscene.
newly minted and old wealth alike, felt no
Even as its people grub the wealth from the
need to use their wealth to build a suitable
earth, they make their home less and less
infrastructure or public services since their
able to sustain life—even their own. Nosos
intentions were always to rape the land for
stands as a testament to the evils of capitalism
every coin they could get and then go back to
and the lie of advancement through wealth,
“true civilization” in Paridon. With that in
showing that the “free hand of the market”
mind, Nosos turned out to be a trap for them
exists only to serve the very wealthiest and to
as well—while the ambitious and ruthless
strangle those that would oppose it.
could become quite wealthy, “proper society”
This domain can also serve as a place for
wanted nothing to do with the Nosos elite,
ecological and environmental stories, ranging
who were regarded as dirty and uncouth, so
from the decimation of old forests to climate
most wound up remaining in Nosos.
change. These stories have horrific and
Nosos is built on trade and industry—
fantastic twists to them in Nosos; lumberjacks
indeed, Nosos was founded explicitly to take
might be picked off by hostile faeries who
advantage of the region’s natural resources.
have been twisted to evil through pollution
The city has no harbors of its own, so it must
and sorrow, while miners can find themselves
rely upon the exchange of goods through
haunted by the spirits of men who died in
Paridon’s ports. The railroads of Nosos are

140
cave-ins brought about by insufficient safety bulk to the impoverished classes of the
measures. nation. So many corners are cut in
producing goods that it looks like a circle.
Themes
• The Rape of Nature: Nosos is a place The Darklord
where humanity has ceased to see itself as Malus Scleris is the darklord of Nosos, a
a part of the natural world, instead man of such abiding evil and cruelty that
viewing nature as a mere collection of nature itself is his constant victim. Publicly,
resources to exploit. Animals are valuable he holds the title of governor of Nosos as
only for their meat and fur, plants only well as being the chief executive of several of
for their wood or extracts, and a beautiful the major corporations that exploit the region
mountain is seen only as a potential for its resources. He is a man of incredible
source of quarried stone and mined wealth and ambition, with a mysterious
metals. Everything that can be exploited background that has invited much curiosity
is exploited in Nosos; this attitude rapidly over the years, but few have learned anything
expands to include other people as well, significant about the man other than his track
seeing them only as a means to an end. record of successes.
• Class Warfare: The wealthy of Nosos In truth, Malus is a native of the highland
know how precarious their position really region of Zherisia, one of the same
is. Vastly outnumbered by their workers “barbarians” he has spent so much time,
and far from home, they engage in brutal effort, and money on suppressing over the
and ruthless acts of suppression and years. His parents were both druids of the
cruelty to keep the lower classes in line. Green Faith, making them priest-nobles of
Workers are harassed or even killed if the highlander people. Malus’ mother died
they attempt to organize, employees are when he was very young, and his father
paid in “scrip” that keeps them became cold and distant, often leaving the
dependent on their employers, and even boy to his own devices for weeks at a time or
skilled laborers are treated as expendable giving him hard, painful lessons about his
cogs in a vast machine, easily replaced if people’s way of life.
they step out of line. The common Malus grew resentful of his father’s ways
people of Nosos are slaves to their and began sneaking into the camps of the
employers in all but name, and they live outsider loggers and miners who the druids
in constant dread of the one thing worse considered their worst enemies. Malus
than wage slavery—being “blacklisted,” learned about the concepts of profit and
making it impossible for them to find wealth from these frontiersmen, and he
work and condemning them to began to dream of a better life—one he knew
homelessness and abject poverty in a that he could never possess so long as his
society with no safety net. father stood in his way.
• Industrial Waste: On top of the obvious One day, after his father came home from
connotation of this theme—that is, the a battle with lowland invaders severely
poisoning of the land, air, and water—it wounded, Malus saw his chance. He treated
can also be said that Nosos is a wasteful his father’s wounds with poison and wrapped
place. The elite spend copious amounts him in disease-infested blankets, letting the
of wealth on things they don’t need to older man slowly sink into death. As he lay
compete with their fellows even as near death, the old druid finally allowed his
common citizens starve for want of a veneer of coldness to drop away, confessing
living wage. The good produced in Nosos to his son how much he loved him and how
are cheap and disposable, made without a the death of the boy’s mother had nearly
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141
killed him too; he told Malus how proud he imprisonment. He does not permit anyone
was of him, then died. else to learn of his “curse,” though some of
Rather than admit how wrong he had been his elite have been suspicious over the years
about his father, Malus instead cursed the old because of his refusal to return to Paridon.
man in death for not saying such words years After all, his wealth is essentially meaningless
sooner. He chopped down his father’s sacred without someplace to spend it; virtually all of
grove to make a funeral pyre, then allowed it the other wealthy socialites of Nosos spend
to burn out of control, setting fire to the half the year in Paridon, enjoying the fruits of
forest he had lived in his whole life before he their labors, but Malus remains in his city
made his way to the lowlands. year-round.
Malus made his way to the courts of
Paridon, claiming that he was the prince of
the “highland nation,” a claim that was
technically true by the standards of the Paridon
lowlanders, and that he could open the
highlands to expansion and taxation. The Though most Zherisians would not call it
king gave his permission on the condition that, Paridon is the capital of the Shining Bay
that the boy had but a year to prove his region, the home of the monarchy as well as
claims—or else he would lose both his land the largest and most prominent of the three
and his life. The ambitious young man city-states. Paridon was the first habitation for
fulfilled his promises and then some, turning the Zherisian people, and it shows. An
the new city-state of Nosos into one of ancient city full of monuments and grandeur,
Zherisia’s greatest sources of minerals and Paridon is also home to the most recent
lumber. In the process, he utterly defiled the innovations in architecture and engineering.
natural world that his parents had loved, These contradictions—a staunch devotion to
which he considered a perk. the past and a headlong rush into the future—
Today, Malus Scleris walks a fine line mark the essential paradox of the character
between maintaining the profits demanded of Paridon’s people.
by his office and ruthlessly quelling the Paridon is a city of well over five hundred
people who make those profits possible. He thousand people, the majority of whom are
funnels much of his wealth into hunting human by race and Zherisian by ethnicity.
down and destroying native pockets of Still, Paridon enjoys its share of non-humans
resistance, and he makes a point of and non-natives alike, and makes only small
preventing any reforms that might make his legal distinction between its most numerous
businesses less polluting or destructive. The inhabitants and its least. Indeed, Paridon’s
wealth he craved as a boy has proven hollow people are openly far more tolerant than
to Malus; now, all he truly lives for is the almost any place else that one could name.
utter eradication of his own people, their way However, despite their public courtesy, many
of life, and the natural world that meant so Paridoners are deeply prejudiced from their
much to then. Only when that is done, he long exposure to the native faith of
believes, will he truly be able to lay his past to humanism (which upholds pure humans as
rest and forget the terrible things he did to get the epitome of perfection) and the city’s
where he is today. deeply conservative roots. Even so, few
Malus cannot close his domain borders, Paridoners would consider it proper to show
though he vaguely understands that he is their prejudices in public in any fashion, and
bound to the land in some mystical way. He so the veneer of civility is maintained.
mistakenly believes that this is due to his A living monument commemorating the
druidic heritage, and that only by destroying glory of reason, Paridon is a sprawling jungle
nature utterly can he free himself from his of stone and mortar. The Rhastik River
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foreign lands bring it foodstuffs. The city is With its high population and grand
known to foreigners as the city of lights, for architecture, Paridon is rightly considered a
the streets (in better districts, at least) are great metropolis. Surrounding the only
always illuminated by gas lamps. Beneath natural harbor in the region and itself flanked
Paridon is an expansive system of sewers and on all sides by nearly impassable cliffs and
tunnels. Abandoned by man, these cavernous bogs, Paridon has been forced to expand up
shafts were once magnificent pneumatic and down rather than out over the centuries
tunnels, facilitating trade between Paridon of its occupation. Many of the buildings in
and its sister-city of Timor. Now the need for the newer parts of the city stand five and even
those tunnels is gone, and all that travels six stories high, along with a few towers and
through them are the rats and other fell monuments that rise even higher.
things. To say that Paridon is foggy is to call water
wet. If the city’s weather is ever noted, it is for
the thick and cloying mist that hangs on the
city almost year-round. This mist gives the
edges of the city a very malleable look,
touching every street and corner, every
building, and obscuring landmarks beyond a
few dozen feet. The fog’s density may vary by
location in the city, and by the time of day or
year, but it is a rare day that isn’t at least
partially obscured by the ever-present fog.
The light smoke of local industry also
combines with the fog to create heavy white-
outs in some parts of the city.
Second only to the mist is the rain, the
constant companion of all Paridoners.
Ranging from a light drizzle to an ankle-
obscuring downpour, rain is common year-
round. Any Paridoner of means invests in a
good raincoat and an umbrella. Lacking clear
views to the stars (or even the sun on some
days) and a narrow range of temperatures,
Paridon must judge its seasons primarily by
the prevalence of mist and rain. Autumn is
the season of greatest precipitation, with its
monsoon downpours, abating rapidly as
winter comes, and then slowly rising back to
the autumnal peak over the year. The
deepest and coldest winters occasionally see a
light dusting of snow on the streets, but it is
generally difficult to distinguish between
seasons in the Zherisian lowlands.
When not raining, the many fires of the
city’s hearths and factories often create a
uniquely modern weather condition called
ashfall. Many of the city’s buildings are
stained black from the soot and grime
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pay significant amounts of money to keep even as the newly-restored monarchy
their roofs and streets free of ash. Black and attempts to shore up its own power at the
brown are the most common colors for cost of individual liberties.
clothing among the lower classes precisely • The Cost of Progress: They say the blood
because of the pervasiveness of ashfalls, while greases the wheels of change, and
a major sign of personal wealth is the ability nowhere is this truer than in Paridon.
to wear white or other brightly colored Each scientific or arcane breakthrough
clothing. Sometimes, ashfalls and drizzle inevitably brings along a slew of
combine to create black rain, a particularly unexpected horrors. Worse, many of the
unpleasant kind of downpour. self-centered scientists and engineers of
Paridon consider human lives to be
Tropes acceptable collateral damage in their
Paridon is very intentionally supposed to pursuit of knowledge. After all, one must
remind readers of London, specifically the break a few eggs to make an omelet. The
London of the 17th to 19th centuries. Even cost of progress is also reflected in the
prior to the Industrial Revolution, London ashfalls and poison runoff common to
was a huge, crowded city with inhabitants the factories and shops of the city;
who had come from all over the world. Its virtually everything is tainted by so-called
metropolitan grandeur has survived in “progress.”
literature and film for generations. The • Clash of Cultures: As a massive, multi-
tightrope-like balance of power between the ethnic city with many faiths, many
monarchy, parliament, and the common folk peoples, and many social classes, Paridon
is reflective of the most politically delicate is both a paragon of multiculturalism and
eras of British history, such as the a hotbed of racism, classism, and
Restoration, the era of the South Sea Bubble, prejudice. People conceal their bigotry
and the conflicts of the late Tudor period. well most of the time, but tensions
Aesthetically, Paridon looks like people frequently spill over into little slights—
expect pre-modern London to look— which in turn become major clashes. The
crowded, foggy, dirty, and dismal. Its poor resent the rich for their wealth,
descriptions should be reminiscent of such while the upper class disdain the lower
media as Sweeney Todd, Penny Dreadful, class for their poor manners and
and the portions of Dracula set in England. “laziness.” The city is a pressure cooker
of old grudges, just waiting to turn violent.
Themes
• Tradition Versus the Future: The The Darklord
primary conflict in Paridon is the tension The darklord of Paridon is unknown to
between the traditional ways of life held almost all of the humans currently living in
by the local people and the possibility of the city—since the darklord is not human.
transitioning into a better future. The Paridon’s damned soul is named Sodo, a
recent restoration of the monarchy is a member of a metamorphic race known as
step backward toward tradition, made doppelgangers. These parasitic humanoids
possible by the intense dislike of the can change their appearance at will, making it
more progressive oligarchy, but the a simple matter for them to replace people in
monarchy’s attempts to roll back the positions of authority and steal their lives.
changes of the last century have proven Their psychic talents give them a natural
both unpopular and nearly impossible. A ability to imitate the memories of those they
better-educated populace constantly copy as well, making them near-perfect
demands more say in its own governance, infiltrators. Few suspect the degree to which
the institutions of the Zherisian government

144
have been subverted by these shapeshifting return to the monarchy. Sodo, acting through
beings. proxies he had corrupted during the Long
Normally, dopplegangers are somewhat Silence, aided the loyalists in retaking the
rare and fairly solitary beings. They give their government; as soon as they had succeeded,
young over to humanoids to raise, like however, his allies decided they no longer
cuckoos, and return to educate them in the needed him and cast him aside. Sodo
ways of their people shortly after their powers seethed with resentment over this second
manifest. Sodo was no different from most betrayal, and now he bides his time and plots
dopplegangers at first, save that he saw a anew.
bigger picture. He believed that by uniting his In his natural form, Sodo is a grey-skinned
kind, they could do more than simply wander and androgynous humanoid with features
from life to life, but could instead create a that look half-formed and waxy. Due to his
society whose entire function was to serve many acts of murder and cannibalism,
themselves. however, Sodo cannot hold any single shape
Unfortunately, Sodo’s brethren considered longer than a few minutes, and that only with
him aberrant and were unwilling to listen to intense concentration. Left to his own
the plans of an upstart. In a rage, Sodo devices, he rapidly shifts between
murdered one of his own kind and devoured appearances, ages, races, and genders, staying
him, discovering a dire ritual that allowed in one shape no longer than a few seconds at
him to disguise not just his body but his mind a time. Sodo dresses in rags and lives off
as well. Sodo could imitate other whatever he can steal from his victims, since
dopplegangers as easily as they imitated he is unwelcome among his own kind and
humans, so long as he was willing to murder cannot blend in with humanity.
and eat his target. He stole a position of Sodo was able to completely close off the
authority among his kind and began twisting Shining Bay from the outside world for the
their loose society into an actual conspiracy, better part of a century, but that power has
killing and devouring those who stood against fled him. He can no longer even close the
him to add their shapes to his growing borders of Paridon, let alone the entire
repertoire. Cluster.
After some years of success, Sodo
discovered something horrific—he was losing
control of his shapeshifting powers. He could
hold a single form no longer than a few Timor
minutes at a time before unconsciously
turning into someone else. It was only a The “sister city” of Paridon, the modern
matter of time before his sins were Timor is more like a slave than a sibling.
discovered and he was cast out of his own After the overthrow of the monarchy a
people, just as they were beginning to enact century ago, Timor became a proud
the plans he had come up with to make them supporter of the new oligarchy, even offering
into rulers. In retaliation, he used his its surviving members sanctuary when the
empathic link to the land itself to seal “his” monarchy reclaimed the government. For a
nation away from the outside world. He few short years, Timor claimed neutrality in
decided that he would simply wait out his matters of state to stall royal demands for the
enemies, since his murders had also given heads of the oligarchs. When the refusals
him an extended lifespan. He could afford to became impossible to ignore, Paridon
wait. declared war against its neighbor, resulting in
A century passed before his sabotages and a short civil war consisting of only a few
intrigues undermined his people’s grip inconclusive battles.
enough that the people began to agitate for a The war finally ended not with a bang but a
whimper—with Paridon in control of the

145
region’s only major harbor, as well as the complex than any mine in Nosos. Directly
pneumatic tunnels beneath the bay and the beneath the streets is the intricate sewer
bridge connecting Timor to the mainland, system, a series of pipes that flush sewage
the strategy of the Zherisian government waste into the ocean. The sewers are mainly
quickly became one of siege. Timor was cut black iron pipes no larger in diameter than a
off from all outside supplies, forced to few inches; however, there are several
survive on the meager products of their maintenance tunnels running through the
“siege gardens.” Eventually, the damage from tangled mess. These sewers link to the many
the initial skirmishes to buildings and roads, basements dug beneath almost every
combined with starvation and disease, forced building.
the remaining oligarchs to capitulate to the Just beneath these sewers is the cistern, the
monarchy. Persistent rumor claims that one holding space for Timor’s fresh water. The
or more of the oligarchs survived the war and cistern is similar to a subterranean lake, fed
was never captured, but official records by the storm drains in the city streets. The
account for all of them. cistern also is home to a massive steam
After the civil war ended a generation ago, driven pump, which is the beating heart of
the Zherisian parliament placed heavy and Timor, sending fresh water back to the
onerous reparations on Timor. The resulting surface. Further down are the old pneumatic
bankruptcy of the city-state cast its inhabitants train tunnels, which extend beneath the
into abject poverty. Fearful that anti- Shining Bay and lead into an identical system
monarchy sentiment might remain in the city- beneath Paridon. Since the Timorese no
state, it became policy in Paridon to tax all longer possess the technical knowledge to
Timorese imports ruthlessly, especially repair the crumbling tunnels, the passages are
imports of food and other necessary goods. abandoned; the train tunnels teem with rats
This policy was designed to keep the and other fell things. The pneumatic tunnels
Timorese as beaten subjects of the crown, were once a major trade artery, so the
incapable of organizing any sort of rebellion connections between the tunnels and the
by keeping them too busy scrabbling to surface are numerous. Old, barricaded
survive. stairways still link the streets to the tunnels,
Today, the city of Timor is a festering and several abandoned buildings are known
urban jungle, the rotting corpse of a once to hold ancient lift shafts.
prosperous metropolis. There are numerous Finally, below the old pneumatic tunnels is
towering buildings that teeter on the verge of “the hive.” Aptly named, the hive is a series
collapse, and there are countless cavernous of ancient lava tubes carved into the soft
edifices that remain abandoned and empty. rock. Many of the tunnels are high enough
The streets remain clean for the most past, for a grown man to walk upright. The hive is
for they are still heavily trafficked by horse rumored to be an ancient den of sleeping
carts bringing food from Paridon and horrors, though no man alive has ever
carrying away goods from the numerous entered them. The different levels of the
textile and metal factories that make up underground environment are actually linked
Timor’s industry. to one another by a series of maintenance
The island of Timor rises about ten to tunnels. These tunnels lead to the surface,
thirty feet above sea level, held aloft by a ring usually emerging in buildings that have been
of impenetrable black rock. The interior of converted into factories. Such shafts are often
the island is made of softer rock, and is boarded up and barricaded.
porous with the countless tunnels and The people of Timor are a downtrodden
pipelines carved into the island. Indeed, lot, for they are slaves to Paridon in
below the surface of Timor lies a sprawling everything but name. The price of food and
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146
Timor must labor ceaselessly to afford the into the depths are the courageous civil
commodities sent over the Queen Mary engineers who maintain the cistern. Even
Bridge. As such, their lives are centered on then, only a single pair of men is allowed
the factories and textile mills where they down at a single time. Anyone caught outside
work. These impoverished folk dress in at night will never be allowed inside, at least
uniformly drab, conservative clothing. Grays not until daybreak. Since the enacting of
and blacks are the most common colors, and these policies, Timor has become less
most clothes are made of the unfinished dangerous. Disappearances are now rare, but
linen produced locally. they remain a terrifying possibility. The
The people of Timor have forsaken all people live in constant fear for their lives, and
forms of spirituality. They are, however, a heroism is a foreign concept.
very superstitious lot, terrified of the night as The last piece of self-governance allowed to
well as the maze of tunnels beneath their city. the Timorese is the City Council, a relic of
Shortly after the war with Paridon a band of the oligarchy’s relocation to the city. The
men tried to reopen the pneumatic tunnels; families of the oligarchy’s members were
of the dozen or so explorers, only one spared the purges as an act of mercy by the
returned alive, mad with terror. The sole monarchy, but they were permanently exiled
survivor claimed that they had awakened an from Paridon in perpetuity. These
army of horrors, monsters who had swarmed impoverished aristocrats form the backbone
up frombelow and infested the pneumatic of the council, with a few members selected
tunnels, the cistern, and the sewers. from local business owners and civic leaders.
Since that dreadful day, the people of As the council does not have the authority to
Timor have been plagued by the predations pass laws or collect taxes, its primary
of the monsters of the deep. At first, people functions are civic safety and the rationing of
disappeared off of the streets at night, and a resources.
curfew was set. Soon afterwards the homes The council is also forced into the
and factories of Timor proved futile to block unpleasant role of making certain that the
out the monsters. Whole families vanished city’s factories and mills meet quota. Falling
overnight, leaving only pools of blood and short of the quotas causes critical supplies of
wet trails leading from the bathroom or from food, medicine, and machine parts to be
small holes in the wall or floor. Factory withheld, so the council must carefully
workers left alone, even for only a minute, monitor all businesses for compliance—even
disappeared without a trace. when the quotas (which change from month
A concerted effort was made to take back to month) are unreasonably high. Even more
the sewers; armed groups were formed and painfully, the council must use its own
sent down to take back the tunnels. That day limited budget to hire the city constabulary,
the city came to a halt as the populous whose typical jobs are to break up fights
listened to the screams of the men fighting between the workers and bullying laborers
and dying below. That night was even worse. into making enough goods to meet the
The ancient plumbing throughout Timor was quotas.
rocked by a horrible tremor, and when the
pipes burst they sprayed forth a shower of Tropes
blood and gore. The toilets and bathtubs
Timor is a run-down post-industrial ghetto,
backed up and vomited a spray of crimson,
reminiscent of the worse neighborhoods of
as well torn bits of human flesh.
London. Particularly, it is visually referential
Needless to say, the City Council of Timor
to the grimy, dark districts from the film
has forbidden anyone to enter the sewers. At
version of Sweeney Todd, as well as the run-
night, the doors of Timor are barricaded
down and impoverished ghettoes of Paris
shut. The only people allowed to descend
from the various adaptations of Les

147
Miserables. Timor is also supposed to become an impenetrable labyrinth even
remind astute readers of the relationship to its own natives at times. The streets are
between London and its neighbors during the maze-like and laid out with no discernible
early Industrial Period, or of the way that pattern, the buildings are a confusing
England historically treats Wales and jumble of interconnected spaces, and the
Scotland. In a more modern sense, Timor is sewers are so overbuilt that even maps
a demilitarized Northern Ireland, a hotbed of are useless in them. Making one’s way to
oppression and barely-suppressed anger any place in the city that isn’t immediately
waiting to burst forth into violence. visible can be an exercise in pathfinding,
and even lifelong natives of Timor
Themes sometimes get lost.
• Fear the Dark: Night is a dangerous time
for the Timorese, and the underground is The Darklord
a dangerous place. Light is safety in The darklord of Timor has long since
Timor—a safety that is all too easily forgotten her name, and no one lives now
snatched away. People who let their light who would remember it. Those who know of
die often disappear in gruesome and her existence at all simply call her the Hive
seemingly impossible ways. The dark Queen. Her swollen, horrific form is over a
isn’t just a hazard to be avoided either; it’s dozen feet in length, most of it comprised of
an almost palpable presence, a semi-living an arachnid abdomen bristling with legs and
force that creeps up when you least ending in a stinger. Her upper body is more
expect it. humanoid, suggestive of the human woman
• The Revolution Will Not Be Civilized: she once was, but her four arms, monstrously
Timor may seem quiet at times, but that’s twisted features, mandibles, and multitude of
just a mask that the people wear to keep eyes break even the semblance of humanity.
the monarchy from cracking down on Before she was the Hive Queen, there was
them. Virtually every Timorean wants a woman whose mother was a ruler. She was
nothing more than the yoke of almost a princess, though her mother’s
oppression thrown off their necks and for council had abolished the monarchy. She
their home to be free once again. Many lived a life of indulgence and plenty, holding
Timorese engage in limited acts of no sympathy for the oppressed and
rebellion, such as growing food illicitly or impoverished masses who languished under
harboring criminals, while others are her mother’s rule. When the young woman
active in one of the city’s many rebel was nearly an adult, ready to take her place
groups. Acts of terror and violence among the ruling elite, the old monarchy
against the occupying Paridoners are returned and destroyed everything that her
common, and such acts are often mother’s faction had spent generations
directed at people who have nothing to building. Her family went into exile in
do with Timor’s difficulties, such as Timor, where they still had allies, and
bridge guards, businessmen, and traders. dreamed of retaking what was rightfully
Indeed, the violence of Timor’s rebel theirs.
groups drives away many who would be The young woman’s mother was among
their allies and makes their enemies’ those who first began to speak of capitulation
brutality seem almost justified in the eyes to the monarchy, believing that surrender
of citizens who might otherwise be would at least allow their families to survive.
sympathetic to their cause. The young woman was incensed at the idea
• The City as Labyrinth: Even the nicest of surrender; she condemned her mother’s
urban sprawls can seem like mazes to weakness and took a contingent of young
those unfamiliar with them. Timor can firebrands to begin building a network of

148
insurgency against the monarchy’s agents. and hatred, and transforming her into the
Knowing what would become of everyone new Hive Queen.
else if she was allowed to have her way and Over the next several nights, the enraged
become a terrorist, the young woman’s and starving Hive Queen stalked and
mother reluctantly informed on her own murdered every human she could find,
daughter to spare the children of her friends sending her minions into homes and factories
from death. to steal victims and bring them back to
Her rebellion broken before it could begin, devour. She personally ate her own mother,
the young woman took what few allies she laughing as the older woman screamed for
had left and fled into the underground, the death. With her hunger and fury at least
monarchy’s soldiers hot on her heels. Down partially sated, the Hive Queen began
in the dark tunnels, she stumbled across the expanding her territory and increasing her
nest of something ancient and terrible—and numbers, preparing for the day when she
awoke it. As the darkness descended on allies would show the fools above what “terror”
and enemies alike, the young woman really meant.
dreamed only of vengeance on those that had The Hive Queen controls Timor as
betrayed her, on the monarchy that had darklord, but her immense bulk and
taken what was rightfully hers, on the vulnerability to light make it difficult for her
cowardly and weak populace that needed to leave the deep tunnels where she dwells.
others to fight their battles. She can turn her hive and the tunnels
She was surprised to find herself alive when surrounding it into a veritable labyrinth at
she awoke in the dark days later, her body will; though she cannot prevent passage to or
aching and her mind fogged. As the venom from the city above, she can make it nearly
coursed through her body, she felt something impossible to escape the underground
moving within her. She had been implanted reaches of Timor for anyone foolish enough
with the ancient horror’s eggs, which would to enter them. Her real difficulty in enacting
consume her body and birth new horrors to her revenge is that the sewers are just as hard
serve it. Somehow, she broke free and slew for her to navigate as she can make them for
the ancient thing as it slept, triggering a need others; the entire underground is a vast
in the hive for a new queen. The eggs within labyrinth, with her as the monster at its
her mutated, responding to her willpower center.

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Islands of Terror
The following domains are Islands in the become known as the Dying City, a home to
Mists, scattered lands that have no specific murderers, thieves, and madmen. The
connections to other domains except where glories of the past are little more than myth
noted. They can be dropped in as single- and legend now.
adventure locations, or become a part of an One night, a star fell into the center of the
existing world at the GM’s discretion. Keep city and a man came from it who understood
in mind that some Islands are designed to the secrets of the ancient times. He used his
push the limits of the “Gothic horror” genre knowledge to become the first thing like a
or to subvert it entirely, so make certain that ruler the crumbling city had seen in
a given domain’s inclusion in the campaign is generations uncounted, and he promised that
worth violating a group’s expectations. he would give the stars back to the people of
the city. Three hundred years later, he has
not yet made good on those promises, but he
still rules and his people still dream of the
Annaes stars—and of freedom.
The folk of Annaes are an ethnic mix of
A crumbling city of once-majestic glories, dozens of different cultures and peoples, long
Annaes was the light of a hundred worlds for since blended into a single near-
countless centuries. Visitors sometimes called homogeneous group. The legacy of the many
it “the City Infinite and Eternal,” a beacon non-human races of the ages past are
and port of call for numberless races and sometimes visible in the form of unusual
peoples. The spires of Annaes reached to the mutations and odd features that sometimes
stars themselves, and ships that sailed among crop up among the Annaeans, which they
the blackness of the void docked at those wear as a point of pride since it shows the
spires. The city of Annaes was a glory to glories of the past still live on through them.
behold in its time. Their language is a harsh polyglot pidgin
Then the Builders departed, and the city tongue spoken nowhere else, but which has
they had made was left to dwindle in traces of many languages that travelers might
knowledge, power, and glory. Without their recognize woven through it.
wisdom, the spires that stretched to the stars
fell to the earth, one by one. None had the Tropes
puissance needed to repair the glories as they
Annaes is a domain inspired by books such
crumbled, or to build new ships as the old
as Jack Vance’s Dying Earth and Gene
ones broke down or departed forever. In the
Wolfe’s Book of the New Sun. Its mood is
end, Annaes proved to be neither infinite nor
eerie, bizarre, and melancholy, a place of
eternal, like all the works of mortal hands.
crumbling wonders and half-remembered
In the centuries since the departure of the
dreams. It can also turn into a domain of
Builders, the city contracted slowly. The
eldritch horror, a place where unspeakable
people who remained behind, either unable
entities from beyond human understanding
to leave or unwilling to do so, abandoned the
arrive to ravage the populace without
buildings on the fringes of the city. They
warning. The factions of the city erupt into
shored up those that they could with lesser
violence upon occasion as well, making crime
means, gradually letting the city be reclaimed
drama stories between forces grasping for the
by the jungles and rivers around it. The vast
last pieces of an ever-diminishing pie a
swathes of ruins beyond Annaes Proper have
possibility.

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While Annaes seems more like science- what remains of their ancestors’ glories.
fiction than fantasy, its roots lie very much in Indeed, a greater proportion of aberrant
the fantasy genre, particularly the “dying and nightmarish monsters plague Annaes,
earth” genre of stories inspired by Jack though it’s far more likely that most of
Vance. It can also be said to touch on post- them are left over from ancient times, put
apocalyptic fantasy, such as Brandon into long slumber until the scavengers of
Sanderson’s Mistborn and even Robert the city awaken them.
Jordan’s Wheel of Time. A major inspiration
is the distant-future fantasy apocalypse world The Darklord
of William Hope Hodgson’s The Night
The darklord of Annaes is not the man
Land.
who fell to earth three centuries ago, the
seemingly immortal Michael Carcaros.
Themes Instead, the true master of Annaes is his ship,
• Black Swan: In sociology, a “black swan” a self-aware vessel called the Black Dragon.
is a problem so far outside a person’s The ship, a magical star-faring construct
context that they have no idea how to known as a spelljammer, gained self-
begin approaching it. The ruins of awareness many centuries ago after its master
Annaes are filled with black swans. The sought to make it as powerful and self-
Builders were so advanced that most of sustaining as possible. He succeeded beyond
the things they left behind are simply his wildest dreams—and beyond his worst
incomprehensible to less advanced nightmares.
minds. While such structures as roads Michael Carcaros was a famed pirate of the
and buildings are at least familiar, the spaces between the stars, obsessed with
objects that fill them are less so. Modern owning the finest ship in the universe. In
scavengers use glowing crystal orbs to time, he forged an engine capable of drawing
light their homes with no idea what those power from virtually any source, as well as
orbs were originally used for. Annaes is a piloting itself in a limited fashion when no
place that has fallen so low it can no better pilot was available. This engine gained
longer even remember how high it once sentience, aware of itself and of the thoughts
stood. of those that piloted it. As it became aware of
• The Stars Above: The people of Annaes its own being, it became aware of the
look up so much they hardly see the possibility of “not being”—of dying—and
decay and ruin that has taken their dreaded it.
homes. They dream of the stars—of For a time, Carcaros was thrilled at the idea
voyaging among them as their ancestors of a self-aware ship, but he slowly grew to
supposedly did. Everything in their dread the ship’s enthusiasm for pain and
society revolves around the movement of fear, emotions it found far easier to
the celestial bodies, which have become understand than love or joy. The ship’s
holy and sacrosanct to them. Especially engine, calling itself the Black Dragon after
devout people will refuse to undertake the vessel that housed it, pretended to
major business without consulting an malfunction in a moment of crisis, forcing
astrologer or checking their horoscope Carcaros to seize control directly and
through more amateur means. allowing it unfettered access to his mind. The
• The Void Between: If the stars are holy Black Dragon dominated its former master,
objects to the people of Annaes, the using him as a mouthpiece to begin a
darkness between them is the source of program of self-improvement. The crew was
their dread. They believe that all the evils less enthusiastic about their “captain”
that assail them are the result of things suddenly taking all of the ship’s profits for
from between the stars trying to claim himself and mutinied; the Black Dragon

151
ended their mutiny by simple expedient of It is unknown if the Black Dragon can
venting the ship’s atmosphere and killing close the borders of Annaes. Doing so would
them all. mean cutting itself off from the stars even
Without a crew, the Black Dragon’s ability further than it already is, and that is
to pilot itself was greatly diminished. It put something that the thinking engine cannot
Carcaros into suspended animation and abide.
drifted for a time, hoping to be found by
scavengers who it could then seize control of
as new servants. Unfortunately, the ship fell
into a planet’s gravity well and crashed. Badly Bluetspur
damaged by the impact, the ship awoke its
puppet and used him to manipulate and This rocky, barren wasteland is unfit for
conquer the surrounding natives. The city habitation of any sort. The entirety of the
seemed to have once been a spaceport, filled surface is composed of jagged mountains,
with useful parts but none of them in good sheer cliffs, and massive spurs of rock that
repair. just from the peaks at impossible angles,
The Black Dragon has spent three defying gravity itself. Stone arches bridge the
hundred years attempting to return to the summits and corkscrew spires rise up from
stars. It rules the city-state of Annaes through the stone as though they were violently driven
its puppet, “Michael Carcaros”; as each up from below.
puppet begins to age visibly, it is killed and The sun never shines in Bluetspur, so it has
replaced to foster the illusion that Carcaros is no distinct day or night. The entire horizon
immortal. The Black Dragon has rebuilt itself glows with the ruddy hue of dusk, casting a
from the hull up, reconstructing itself in reddish tint over the land that signifies “day.”
hardier materials, which in turn make it When “night” falls, the sky becomes
heavier and necessitating increasingly completely black and lightning ripples
complicated means of improving its magical through the heavens with terrifying
movement. The ship had made little progress frequency. Those who remain under open
in its primary goal, however—perfect mind skies after dark falls cannot hope to survive
control over a group large enough to man for long; the lightning will catch them
itself. Reaching the stars again has been put eventually. Those who take shelter
off until it can make itself as invulnerable as underground must deal with the things that
possible and guarantee absolute control over lurk below…
its own crew. Though various streams drain from the
More than anything, the Black Dragon mountains, vegetation is almost nonexistent
fears non-existence, but as its “life” continues, due to the absence of sunlight. A few species
its self-imposed solitude wears at it more and of sticky fungi grow in the crevices at lower
more intensely. It desires this thing it sees in elevations, but no animal life can survive the
the minds of others—this thing called surface of Bluetspur. Belowground, however,
“companionship”—but its fear of exposing a vast and terrible ecosystem thrives, full of
itself to danger if the secret of its existence glowing fungus, acidic mold, and mobile
becomes known is so intense that it feels it slime colonies. The animals that live beneath
must have companionship only on its own the surface are just as twisted and freakish,
terms: complete and utter control of its horrible things that live in the dark or the
“companions.” Because it chooses not to half-light of phosphorescent mushrooms.
trust, it remains alone, forced to live Humans who find themselves in Bluetspur
vicariously through its puppet and to dream are often caught off-guard by the sheer
of the stars which it can no longer reach. hostility of the domain’s environment. Few
survive the underground for very long, but
those that do quickly learn that they are

152
hunted. When they sleep, they dream of Bluetspur is unfamiliar and terrifying—
darkness and things that live within it—and of there is no respite longer than a few
joining them and reveling in that darkness. moments to be found here.
The thoughts of darkness begin to intrude on • Thoughts of Darkness: The inner world
their waking minds, pushing them toward of the mind is sacrosanct most of the
their basest impulses and worst fears. time, but Bluetspur is a place where your
Eventually, whether they give in or not, the private thoughts do not remain private.
things in their dreams find them and drag Worse, the thoughts in your mind may
them away, never to be seen again. not be your thoughts at all. The nature of
It is believed by some that a civilization of the mind is under constant examination
monsters dwells somewhere deep below in Bluetspur, as is one’s sanity. What
Bluetspur, and that their master must surely starts as awful nightmares can turn into
be the worst of their kind. None know the waking visions. Some people would do
truth, and few would wish to; knowing the anything to keep their innermost secrets
truth of something so terrible and alien private—or to just make the noise stop.
would surely drive a man mad. • Gestalt: Bluetspur is a place where things
begin to bleed together in unusual ways.
Tropes Rock formations seem almost melted
Bluetspur is an alien domain, a place of into one another. Colonies of differing
nightmares, wasteland, and hellish types of mold live together as a single
conditions. It serves as a threat and a symbiotic organism. Many of the animals
reminder that not all evil is human evil. In seem to be grotesque hybrids of more
some ways, Bluetspur is meant to be the familiar things. People’s thoughts can
“other place” that beings of cosmic horror leak out of their minds and into the
come from in stories like those of Lovecraft minds of those around them, blurring the
and Machen. Bluetspur is Yuggoth, or Hell, line between their identities. Horror can
and those that travel there are forever come from gradually forgetting that you
changed by their experience. Because of the were an individual, losing “I am” to the
utter hostility of the domain, Bluetspur is an homogeneous mass of “We are.”
Island that should be used sparingly, and
always with a way out in mind. The Darklord
Deep below the stones and storm-swept
Themes wastes of the surface lies a black and lightless
• Alien Horror: Some domains highlight land of caverns, chasms, and yawning
the evils of man or the dangers of nature. abysses. In this place of utter night dwells a
Bluetspur instead focuses on the cosmic civilization of monsters. These beings,
horror of things that are totally outside humanoid only in the most generous sense,
the human experience. This domain is have spongy, ochre flesh with heads
full of bizarre landscapes, dangerous reminiscent of an octopus or squid. They call
environments, freakish beasts, and themselves illithids, and they are an innately
hazardous energies. Bluetspur is a place psychic race of hermaphroditic parasites.
where an unknown color can cause They reproduce by implanting their tadpoles
obsession and mutation, where other in the brains of humanoids, allowing the
people’s thoughts can start bleeding out embryonic illithid to devour the mind of its
of their minds and into yours, where victim and gradually replace the host’s flesh
drinking the water can cause horrific with its own. The host is essentially dead
visions, and where lightning often strikes within days, but it takes months or years for
the same place twice. Everything in the illithid spawn to fully transform the body
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153
The illithids give homage to a swollen, kept him sane long enough to probe the
bloated mass of flesh and gristle they call the God-Brain and discover that it was far worse
God-Brain, an amalgam of every dead illithid than anyone had suspected; the God-Brain
as a single being. When an illithid dies, its was all but dead, possessing great power but
brain is removed and given to the God-Brain lacking any coherent thought to direct that
to incorporate into its own mass, while the power.
body is carelessly disposed of as carrion. The Seldrid seized control of the God-Brain’s
God-Brain is a gestalt entity, comprised of faculties, remolding the gestalt as an
hundreds of generations of inhuman minds extension of his own will. He used his
slaved to a single will. The illithids worship newfound power combined with his
the God-Brain and take its dictates as law. It knowledge to overcome his people’s
is their monstrous concept of perfection— defenses, shattering their wills and enthralling
many minds joined in harmony. them into the bowels of the earth. Only a few
The truth is that the God-Brain has not escaped his grasp. At his command, the
been itself for a very long time. Generations brains of his people were removed and
ago, a human civilization dwelled on the added to his bulk. To his anger, he
surface of what is now Bluetspur. One of its discovered that every psychic mind shut
greatest minds was Seldrid, a psychic and down immediately from horror upon being
sage who began to believe that his people’s added to the God-Brain; his every attempt to
ancient enemies, the illithids, were the next “improve” the non-talented minds of his
stage in human evolution. He thought that by people met with equal abject failure.
bridging the gap between them, he could Seldrid believed that by becoming the God-
ascend into a higher state than either human Brain, he would transcend both illithid and
or illithid and bring his people into a new age human, becoming something greater than
of enlightenment. both. Instead, he is less than either, cut off
Suddenly, before he could begin to put any from all humanity and trapped as a bodiless
plans into motion, the illithids began to mass of flesh, unable to move or feel
withdraw from the surface en masse. Seldrid anything physical except vicariously through
was fearful that his experiments would come the minds of others.
to an end prematurely and followed the Long years of isolation and mental exertion
illithids underground. There, he discovered have worn away anything decent or good in
the reason for their retreat: their master, the his mind, leaving behind only his mad goal of
God-Brain, was dying. In its efforts to aid its creating a unity between humans and illithids
people in overcoming the psychic defenses of and his perverse dream of finding a body
the surface-dwellers, the ancient amalgam capable of housing his vast power. He
had strained itself too deeply and was demands that intruders be taken alive so that
deteriorating under the pressure. As the God- he can experiment on them before adding
Brain faltered, illithid society teetered on the their brains to his collection, but so far all
brink of collapse. such experiments have been utter failures.
Rather than stand back or aid in their The God-Brain cannot close the borders of
destruction, Seldrid presented himself to the Bluetspur, since the whole of the domain is
illithids and offered a plan to “save” the God- an extension of his mind. The lightning that
Brain by incorporating the brains of human flashes through the heavens, the twisted
psychics. The illithids were suspicious of his spires of rock, the winding tunnels—all of
motives but their desperation spurred them them are portions of his subconscious, given
into accepting his offer—as long as Seldrid form through his vast power. Entering
was the first. He agreed enthusiastically and Bluetspur is, in a very real sense, entering the
permitted the illithids to tear his brain from mindscape of a vast, powerful, and alien
his still-living body. His psychic discipline entity.

154
already are on the inside. Since no one is
The Carnival without fault or flaw, this inevitably manifests
as strange and bizarre deformities, leaving the
It begins with a tingle of anticipation—a victims outcasts and freaks with nowhere to
sense of dread or hope, but nothing more. go—save to stay with the Carnival.
Out of the blue, the residents of a village There are several dozen people associated
sense that someone or something will soon with the traveling circus and sideshow, most
enter their lives. Then the handbills appear— of whom are “natural” freaks, folk whose
eerie, teasing flyers, promising that the deformities or unusual life choices made
Carnival is near. By the next morning, the them unwelcome among their own people.
painted wagons will be rolling into town. To They have found a home and family among
those who flock to its spectacle, the Carnival the tents of the Carnival, and most would
is a traveling freak show that offers a “safe” gladly give their lives for Isolde, even if they
glimpse of the abnormal and the unnatural. themselves don’t understand what she really
For once in their lives, for just a penny or is.
two, common folk can stand in the light of
day and examine the boogeymen that haunt
their nightmares. Tropes
However, the Carnival is more than a It’s a carnival! Who doesn’t love those?
simple sideshow, and its performers are More specifically, the Carnival exists to add
more than mere freaks on display. Under the in an element of the bizarre and inexplicable
protection of the mysterious Mistress Isolde, to the setting that can simply appear
the Carnival offers refuge to those rejected by randomly and then vanish again without
the world. Often, it comes ot the aid of those warning. The narrative of the Carnival is one
who simply need to disappear, secreting of community through shared adversity, in
them away into the Mists. Freakshow or this case physical and mental defects that
haven, monsters or allies—it’s all a matter of make otherwise decent people out to be
perspective. monsters. The Carnival also exists to push
The Carnival is an Island of Terror of the idea that “different is not evil”; though the
sorts, a domain to itself, but it wanders. “freaks” of the Carnival are bizarre and even
Unlike most Islands, which are locked away terrifying in cases, most of them are
in the Mists until someone stumbles onto genuinely good folk who just want a life of
them, the Carnival is constantly on the move their own.
and seems to respect none of the usual laws Carnivals and freakshows have been part of
concerning Mistways, travel, or even closed the horror genre for a long time. One of the
domain borders. The carnies credit their first horror films of the talking motion
ability to find their way in the Land of Mists pictures era was Freaks!, considered so
to their leader, Isolde, but it is also because shocking for its time that its director’s career
of her that they can never rest anywhere for never recovered. Since then, carnivals and
long. The Carnival rarely stays in one place horror have been inextricably intertwined,
longer than three days before it is on the through such media as Carnival of Souls,
move once again. This life of ceaseless roving The Devil’s Carnival, Something Wicked
fits most of its people just fine, but others are This Way Comes, Carnivale, and the recent
resentful of their vagabond lifestyle. American Horror Story: Freakshow.
In truth, the Carnival never stays anywhere
very long because of the curse that follows it. Themes
The carnies call it the Twisting, a magical • Ugliness and Beauty: A pretty face can
affliction that gradually transforms a person’s hide an ugly soul—but not in the Carnival.
form to more closely resemble their spirit, The Twisting brings all of a person’s
making them on the outside what they

155
inner darkness to the fore, making them word for exactly what Isolde is, but the
on the outside what they already feel closest they can get to the concept is “angel.”
themselves to be on the inside. The Isolde is a being of pure light and goodness, a
mirrors of the funhouse reflect a visitor’s creature anathema to the evil and darkness of
sins, while the fortune tellers see their the Realm of Terror. Her very presence
clients’ dark future should they not warps the laws of reality, twisting the land
change their ways. Everything in the around her and forcing those who spend too
Carnival exists to remind people that long in her presence to change as well.
they’re all freaks in their own way, all The woman called Isolde is a stunning
ugly—and all beautiful. beauty with pale skin, flowing black hair, and
• Freakshow: The main attraction of the a penetrating gaze. She looks like a human
Carnival is its vast array of freaks, people woman in her early twenties, but her features
whose bodies and talents run toward the have a hint of something alien about them, as
ghastly and the macabre. While most of though she were not fully human. Indeed,
the freaks in the Carnival are also she is not human at all; her appearance is a
performers and showmen of one sort or disguise, a shell that she wears to avoid
another, none of them have any illusions harming others with her full glory. Even in
about the real reason people come to see her human disguise, her very existence slowly
them. Everyone in the Carnival is twisted warps the bodies of those around her,
from the human norm in one way or making their souls radiant upon their flesh.
another, from the woman with scales to This turns mortals into freaks, though it often
the man with a tiger’s head to the legless blesses them with a clarity of spirit that gives
boy and armless girl. Even the carnival’s them purpose and grace beyond that
clowns are bizarre and freakish; though possessed by most.
they seem normal enough in appearance, Isolde was once a great crusader, a warrior-
they wear garish black-and-white skull angel who traveled to mortal worlds to bring
makeup and never speak in public, freedom to the oppressed and inspire
making them unnerving to be around. mortals to seize control of their own
• House of Mirrors: The Carnival is a destinies. She finally met her match in the
place where beauty and ugliness get form of a fiend of great cunning and evil who
mixed up, where inside and outside are bested her in a contest of wits and escaped
switched, where freaks are normal and before she could bring divine justice against
normal people are freaks. Naturally, this him. She tracked the fiend across many
makes it hard to get one’s bearings. worlds until he finally fled to a realm that was
Things are rarely as they seem on the off-limits to the celestial host, trapping
surface, and even people who wear their himself there but escaping his pursuer. Isolde
sins on the skins can be difficult to would not let this rest, however; she shed the
understand. Even in a family like the greater portion of her angelic grace and
Carnival’s freaks there are factions, some assumed human form to enter the Land of
of whom are tolerated more than loved, Mists, knowing that she would never be able
and some of whom are far more to leave but unable to simply abandon her
dangerous than they seem. quarry and live with the knowledge of what
he would do to the people of that realm.
Nowhere in existence had Isolde
The Darklord encountered so much raw evil than in the
The deepest, darkest secret of the Carnival Land of Mists. While the fiend remains her
is one that no one would suspect. Its mistress, primary target, she now does what she can to
Isolde, is not the darklord of the Carnival— alleviate the suffering of innocents and
because the Carnival has no darklord at all. punish evil-doers. She picks her battles
The people of the Land of Mists have no

156
carefully due to her diminished power, often Darkon is a land of peace and stability,
inspiring mortal heroes to rise up or offering rigidly maintained by the vast aristocracy and
covert aid to such champions. Isolde’s bureaucracy of the wizard-king Azalin. The
mission is frequently thwarted by the government does not permit crime, riots, or
phantom flyers that precede the Carnival—a other major disruptions to the daily lives of
cruel trick played on her by the Dark Powers. the people—nor does it permit free
If she abandoned her newfound family, she expression, speech criticizing the
could finish the hunt easily, but that would government, or open cultural exchange with
mean leaving those who rely on her without other lands. Darkon enforces its false cultural
her protection. purity as a means of preventing citizens from
Within the Carnival, Isolde is vastly being exposed to concepts that might jar
powerful. She can accomplish almost any feat them out of their complacency as “natives”—
with enough time and concentration, save for once your true memories have been
reversing the effects of the Twisting (which restored, the lie that is Darkon can never
she is the unintentional cause of). She can again hide the truth from you.
even override the powers of darklords, While most lands fear or hate magic and
though she rarely does so out of concern of non-humans to one degree or another,
drawing too much attention to her people. Darkon is a land that embraces magic.
Isolde is at least somewhat mortal now; she Scholarly pursuit of the mystic arts is
must play her game for the long term while encouraged by the government, at the cost of
working to protect people as best she can. any trained mage being required to work for
the government in order to keep their chaotic
powers under control. While religious
freedom is permitted, only priests of the
Darkon state-run Eternal Order are permitted to use
their mystic powers openly; miracle-working
Darkon is a huge and mighty nation, home priests of other religions are required to join
to countless souls across a vast and varied the bureaucracy as agents or to convert to the
land. To call Darkon an “island of terror” is Order.
to downplay its incredible size—easily the Keeping the peace in Darkon is the secret
equal of many Clusters in terms of land police organization known as the Kargat.
area—and its diversity. Darkon is home to These agents can be nearly anyone, and they
virtually every known race, religion, and maintain extensive networks of information
creed, all of them working together for the in order to keep an eye on the citizenry for
greater glory of king and country. any sign of seditious behavior. People who
Darkon is a lie. speak out against the government’s power or
The land called Darkon is a parasitic who disrupt the peaceful existence of their
domain, capable of siphoning off people, neighbors often simply disappear in the night,
resources, and even territory from other never to be seen again.
places, gradually converting them into more
of itself. People brought to Darkon gradually
lose their memories of other lands, becoming Tropes
convinced that they have always been citizens Darkon serves three purposes in the
of Darkon. When they find a home and take setting. First and foremost, it is a traditional
a job, they simply tell their neighbors that “dungeon crawl fantasy” setting with a
they moved there from another province, a heaping helping of horror thrown in for
tale the neighbors are all too happy to spice. Darkon is a land of vast vistas,
believe. After all, many of them originally powerful nobles, strange monsters, and
came from other provinces too. underground ruins just waiting to be
plundered. While Ravenloft leans away from

157
such adventures in general, Darkon is the Darkon is a place filled with those tropes,
place to let your players get it out of their where virtually every city has one or more
system. monster-filled dungeons within a day’s
Perhaps more importantly, Darkon is a walk and where “adventurer” is a
land where soul-crushing order has resulted legitimate occupation. The horror
in a place where people are safe but not elements of the Land of Mists still
happy. Like many Soviet-era nations, Darkon pervade Darkon, turning dungeons into
is a country where government stability has dank, fetid places from which only the
been placed above the individual lives of the lucky and the skilled return—but far more
people who dwell there. The country people are willing to risk it in Darkon
subsumes those that live in it, breaking down than in other domains, for some
their will until they are little more than unknown reason.
drones going through the daily motions of a
flavorless, grey life.
Finally, Darkon is a classic Ravenloft
domain that cannot be left out of the setting.
Azalin is an iconic villain, if somewhat
brought down in this depiction from his days
of shattering the Core or being the central
character of two editions’ worth of metaplot.
Still, Darkon is a fascinating domain that any
version of the setting cannot do without.

Themes
• Freedom for Safety: Darkon is a land
where the people have sold away their
freedoms a bit at a time, bartering them
in exchange for the illusion of safety.
Most people get to live orderly, peaceful
lives—but that order and peace can be
snatched away at any time by the fiat of a
government that cares nothing for those
lives.
• Realm of Magic: Sorcery is common in
Darkon. While much of it is in the hands
of the government, turning wizards into
bureaucrats and agents of the king, not a
small portion of it remains wild and free.
Magic is the tool of government
oppression—but it is a tool that writhes in
the hand of its users. Magic is a force of
chaos, not order, and those that use it
undermine their own efforts at
suppressing freedom.
• Dungeons and Darkon: “Traditional
fantasy” means many things, but the most
common elements of that genre come
from Tolkien and his imitators—elves,
dwarves, magic, and underground ruins.

158
The Darklord himself, it seems as though another crisis
arises that requires his immediate attention.
Azalin Rex is the high king of Darkon, a
He is so frequently interrupted by petty
position he holds by virtue of casting down
grievances and minutia that by the time he is
the previous high king, a treacherous tyrant
able to return to his work, he barely
known as Darkalus. Azalin has held the
remembers what he was doing. Azalin’s castle
throne for centuries, made semi-immortal by
is full of half-finished and half-remembered
his mastery of magic. Despite his powers, he
projects, monsters with no purpose, and
is generally loved by the people, who uphold
magical creations too dangerous to use.
him as a paragon of order and law. Azalin’s
force of personality keeps corruption in his
government to a bare minimum, and his
constant machinations hold together a Falkovnia
delicate balance of power that keeps any of
his nobles from abusing their position overly A land of human horrors, Falkovnia is a
much. place of predators and military buildup for its
Few people are aware that Azalin is a lich— own perverse sake. The path of the soldier is
an undead sorcerer who tore his own soul exalted above all others in this land, to the
free of his body long ago. Azalin maintains point that non-soldiers are seen as little more
his rule by the use of dark sorcery, placing than suppliers of raw materials for the army.
monsters of various sorts in positions of Soldiers can get away with murder in
power and using his magic and presence to Falkovnia—quite literally.
keep them in line. Azalin is driven by a Falkovnia goes a step beyond the
pragmatism so deep that it is xenophobia of many lands, placing non-
indistinguishable from ruthlessness; he humans in a subservient position as a
believes that using monsters as his agents perpetual underclass. Those without pure
(and not a small number of nobles) is simply human blood are mere chattel, slaves for the
a practical answer to living in a world where human elite. Even the lowest serf can hold
monsters are common. The people they himself as better than an elf or dwarf, so long
devour or destroy is a small price to pay for as his blood is pure.
having their power on Azalin’s side. The near-worship of the military and the
Perhaps worse than being an undead cult of racial purity have come together to
abomination, Azalin is a control freak who create a land of vicious small-mindedness
cannot abide the idea of people determining and jingoistic reactionaries. The fortress-cities
their own fates. Were it possible, he would of Falkovnia are cesspools of disease and
turn Darkon into a vast clockwork realm hunger, even as the fields produce vast
where everything worked precisely as he harvests from the backbreaking labor of
wished it, and where everything and everyone peasants who have been taught that soul-
knew their proper place at all times. He crushing labor is a sign of patriotism.
genuinely believes that freedom is the root The military ambitions of Falkovnia are
cause of chaos, and that perfect devotion to thwarted time and again by its shifting,
order—even at the cost of mercy—is the only floating nature. Falkovnia is a land that comes
way for civilization to survive. Back when he into conjunction with other domains and
was still human and had a different name, he Clusters frequently, but rarely stays in
had his own son executed for treason; the alignment for very long. Because of this, a
boy had been helping political prisoners constant border garrison is necessary—both
escape from Azalin’s grasp. for the paranoia of the land’s king and for his
Azalin is a powerful wizard who longs to vainglory.
return to pure research and scholarly Vlad Drakov rules Falkovnia with an iron
learning. Every time he has a moment to fist, a former mercenary who seized the

159
throne of his land through hard-fought and fines, and even imprisonment under
bitter battle. Unhappy ruling over a nation of Drakov’s horrific rule.
“weak peasants,” he has turned Falkovnia When Falkovnia comes into conjunction
into a vast machine whose only purpose is with other domains—a time that their
war. Unfortunately, the shifting borders of temporary neighbors call “the hawk’s
the land leave Falkovnia unable to fight the moon”—hundreds of soldiers rush to take
grand mass battles that Drakov desires, advantage of the alignment. These hurried
leaving their military as little more than invasions are on a timer; any soldier caught
glorified raiders and thieves. on the wrong side of the border when the
Because of the many acts of aggression conjunction ends (which can be anywhere
performed by Falkovnia on their inconstant from three days to three months) have to
neighbors, Drakov is convinced that any make their way back home on their own or
conjunction brings with it the potential for become refugees in a foreign land—at least
invasion. After all, it’s what he would do—and until the next hawk’s moon.
has done, many times. Drakov is unable to Though Falkovnia has only rarely seized
recognize that his nation’s unique territory through these actions, military raids
circumstances make him a non-entity in the serve a dual purpose in Drakov’s eyes. First,
minds of most other countries, worth they keep his soldiers in fighting trim and
worrying about only on the rare occasions give them good field experience, which is
that misfortune brings them into alignment hard to get from tormenting peasants.
with his land. Second, they allow the country to seize vital
Falkovnia is a vast and fertile land of rolling supplies and materiel for the perpetuation of
plains, gentle hills, and a few deep, the war effort and Falkovnia’s eventual (and
untouched forests. The growing season lasts inevitable) rise to glory.
longer than usual, and the nation’s farms Falkovnia’s attacks have occasionally
bring in multiple harvests each season. Most managed to seize and hold small towns or
of that grain goes to the military, with the fortifications—which stayed within the
peasants left scant scraps of their own harvest nation’s borders when the conjunction
to scrape by through the brutal winters. ended. Drakov believes that if he could seize
Most Falkovnians are a ruddy-skinned another nation’s capital or capture its rulers
people, with a few paler sorts among the (and execute them, of course), that Falkovnia
upper class, with hair ranging from blonde to could eventually grow into the empire he has
black. Red hair is uncommon, but strawberry always sought.
blonde is considered very attractive. Men and
women in the military cut their hair short, Tropes
almost to the scalp, while peasants grow it
Falkovnia is a dark mirror of real-world
long. Mustaches and beards are common
atrocities in fascist states ruled by petty tyrants
among male Falkovnians. Green and brown
who seize their thrones through force rather
eyes are common, while blue eyes and silver-
than the rule of law. Nazi Germany is a major
grey eyes are considered highly attractive
inspiration, obviously, as are the worst
rarities.
excesses of Vlad Tepes III (aka “Vlad the
Falkovnia also has a large population of
Impaler,” the real-world inspiration for
non-human and semi-human slaves. Anyone
Dracula). To a lesser extent, the warlord
with non-human ancestry is considered
states of Africa and the Balkans have their
chattel in Falkovnia, just another animal to
reflections in Falkovnia as well.
do labor and serve their human betters. Any
Drakov’s rule is meant to be a stark
human foolish enough to mix their blood
reminder of the horrors and tyranny
with a “beast” is subject to public shaming,
embodied in the rule of strength over law.
Falkovnia is a place where the strong

160
dominate the weak, with the military • Man is the Real Monster: Falkovnia is a
perpetually keeping a boot on the neck of its land with few supernatural evils—and
own people as oppressors rather than most of those were once human.
guardians. Humanity’s ambition and pride are the
real terrors in Falkovnia, as well as the
Themes willingness of the many to trade their
freedom for the illusion of safety.
• The Strong Rule, the Weak Serve: In
Falkovnia, there is no authority higher • Human Purity: A cult of “human purity”
than the military. The king claims his has arisen in Falkovnia, in which humans
crown through force of arms, and his are the pinnacle of nature and all races
councilors are generals rather than that mock the human form are defilers—
statesmen. Bullies and tyrants lord their mere animals pretending to the glory that
strength over an underclass that is kept is mankind. This racism pervades all
too weak to consider fighting back. levels of society, permitting even the
lowliest serf to think himself a king in
comparison to his “racial inferiors.”
Within this category of “humanity,” all
others are considered equal from birth,
with merit achieved only through service
and duty, not inheritance. Quality shows
itself in deeds.

The Darklord
Vlad Drakov is the king of Falkovnia, a title
he took for himself by carving a bloody swath
through a once-chaotic land and uniting its
many peoples under his hawk banner. His
elite mercenary company became the model
for his government—a ruthless meritocracy in
which the strong rule and the weak submit.
The transition from scattered townships
and city-states to a powerful nation didn’t
happen overnight. It took years of
suppression, struggle, conquest, and
hardship. In an effort to shift the people’s
anger away from his army, Drakov exploited
a series of famines and plagues that swept the
country, blaming them on sabotage by non-
humans. The tactic of giving the common
people someone to hate was highly
successful, eventually becoming enshrined in
national policy as well as cultural norms.
As the nation was unified, Drakov found
that being a great warrior did not make one a
great ruler. He could best virtually any man
in single combat or any army on the
battlefield, but the intricacies of bureaucracy,
economics, and statecraft eluded him.
Worse, he found that his nation was a land

161
with more unstable borders than usual, otherwise put in bad position for a true
making it virtually impossible for him to use invasion.
it for his original purpose: as a base from
which to carve out a mighty empire.
Frustrated and stymied at every turn,
Drakov has turned to tormenting his own Kalidnay
people as a means of distraction, as well as
keeping his warriors busy. With such a large The domain of Kalidnay is a study in
and permanent military force, Drakov’s extremes. During the day, an immense red
greatest fear is that one of his generals will sun blasts the land, driving up temperatures
decide that he had grown old and soft, to a blistering hundred-and-ten degrees or
followed by a coup or civil war. Drakov has higher. Twin moons—one crimson and the
already executed many of his old “friends” other bright green—rise in the night sky while
on pretexts and sent others into near-exile at temperatures quickly plunge to just shy of
frontier outposts to keep them from freezing. Survival in Kalidnay is a challenge
consolidating any power. for anyone; water is scarce outside of the
Drakov’s only joys in life are the exercise of settlements, and constant winds whip across
his power—typically through the most callous the sands, sometimes turning into flesh-
and petty of means—and his many children. rending sandstorms.
As a thorough believer in his own harsh Sprawling across the southern portion of
meritocratic views, Drakov has passed a great the region is the city that gives the domain its
many of his own descendants over for name: Kalidnay. Once a mighty city of tens of
position, instead favoring “low-born” soldiers thousands, Kalidnay is quite underpopulated
who ascend through the ranks. This has now. Much of the city lies in ruins, cast down
made many of his own kin resentful toward like a child’s blocks knocked over in a fit of
him, and his greatest challenge might yet pique. A mighty ziggurat stands in the center
come from the one place he least suspects: of the city, damaged but not fallen,
his own family. surrounded by a palace complex built to
Vlad Drakov is a powerful warrior, though house the city’s sorcerer-queen, Kalid-Ma.
his only truly supernatural trait is the Despite the best efforts of the city’s
slowness with which he ages. Though he is in remaining people, the fields surrounding the
his sixties or seventies, he has the vigor and city and irrigated by the deep aquifers
strength of a man half his age. Otherwise, he beneath it consistently produce poor yields,
relies on strength of arms over the leaving them on the verge of starvation.
blasphemous powers of sorcery. Though he A few small villages are scattered about the
acknowledges that he is “one with the land” domain, each centering on a well or reservoir
(as he understands that all truly great leaders that gives the community the water it needs to
are), he cannot supernaturally close survive. These villages produce better crops
Falkovnia’s borders due to his rejection of all than the lands near the city, and they are
things mystical. Even if he could, he would required to turn over the largest portion of
be loathe to do so given his desire to invade what they produce as taxes. Armed caravans
other nations. regular visit each village to collect those taxes,
Drakov does has a vague sense of when and to make examples of any villager who
Falkovnia is coming into conjunction with complains too loudly about the amount
other domains, which allows him to begin taken.
mobilizing his soldiers. This rarely gives him The people of Kalidnay are surprisingly
all of the information he needs, so his light-skinned for being desert-dwellers. Their
soldiers are frequently undersupplied, hair ranges from reddish-blonde to black,
equipped poorly for their incursion, or and their eyes are typically amber, hazel, or
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162
skirts and vests common among men and medieval or early enlightenment
women, and they frequently don masks or aesthetics common to much of the Land
veils to protect their faces and eyes from of Mists, instead being more reminiscent
flying sand and grit. of the Bronze or Iron Ages. A “hero” in
Psychic talent is common among the Kalidnay is likely to just be a bully with a
people of Kalidnay; a child with no psychic sword who happens to hate the
ability at all is considered handicapped in the authorities more than he likes hurting the
same way that a nearsighted or deaf child peasantry.
might be in another land. The people of • Wasteland Survival: The deserts of
Kalidnay recognize no gods save their Kalidnay are punishing and lethal to the
sorcerer-queen, whom they venerate as a unprepared. Water is virtually impossible
living deity, but they honor the spirits of the to come by outside of the villages, and
elements with prayer and song. the only creatures that can survive in the
Kalid-Ma has not been seen in person in wastelands are horrific, mutated freaks.
many years, leading some to whisper that her Between the monsters, the harsh
high priestess, the ruthless Thakok-An, has environment, the tyrannical authorities,
usurped the sorcerer-queen. None say such and the suspicious, insular villagers, just
things where the priestess or her agents can surviving in Kalidnay can be an adventure
hear, however, since such “disloyalty” is often all its own.
rewarded with a trip to the gladiatorial pens. • Exotic Vistas: Despite the harshness of
the environment, Kalidnay is a place of
Tropes strange wonders and bizarre beauty. The
Kalidnay is intended to be a break from the skies are not those familiar to natives of
traditional Gothic horror of Ravenloft, a the Land of Mists—the sun is too large
place more in line with the “sword and and too red, there are two moons, and
sandal” fantasy sub-genre as exemplified by the stars twinkle in a rainbow of muted,
films like Hawk the Slayer, The Beastmaster, cold hues. The people are somewhat
and The Sword and the Sorceress. The strange-looking, though not in any way
aesthetics of these films are of low technology that is easy to pinpoint, and their manner
worlds full of grit, grime, and danger—exotic of dress would be considered scandalous
settings bearing little in common with the real almost anywhere else in the world.
world or its history. Psychic powers are common, if generally
Additionally, Kalidnay exists to offer a minor. Non-humans are accepted and
desert domain lacking in the aesthetics or common. Everything in Kalidnay is exotic
baggage of more traditional Arabic or and foreign, similar to almost nothing
Egyptian themes, like the Amber Wastes. else in the world.
Some groups can find the idea of pitting
themselves against nature itself for survival to The Darklord
be a gripping experience, while others would The sorcerer-queen Kalid-Ma sleeps in a
find it merely frustrating, so take a group’s crystal coffin, eternal and deathless in her
tastes into account when including a domain slumber. Her high priestess, Thakok-An,
filled with as many obstacles to simple rules in her stead while she is absent. The
survival as Kalidnay. high priestess speaks of the sorcerer-queen’s
many enemies who laid waste to their
Themes kingdom, and who even now plot against the
• Sword and Sandal: Kalidnay is a land of people of Kalidnay. In truth, there are no
low technology, low magic, and low enemies; the destruction of Kalidnay is
people. It is a stark contrast to the late entirely Thakok-An’s fault, as is Kalid-Ma’s
perpetual slumber.

163
Many years ago, Kalid-Ma ruled over Kalid-Ma sought to use her magic to
Kalidnay as a powerful tyrant and living god transcend humanity itself, to become a being
to her people, no more evil than most of the of pure magic and unimaginable power.
sorcerer-monarchs of her world—but no Thakok-An was to be instrumental in these
kinder either. Her power and competence plans, gathering the materials and sacrifices
drew many to her service, including a half-elf that Kalid-Ma needed to ascend. Seeing an
woman named Thakok-An. In time, Thakok- opportunity to prove her devotion, Thakok-
An rose to the position of High Templar, the An devised a method of “improving” the
greatest priestess in service to the priesthood process, speeding it up by offering up most of
of Kalid-Ma. In such close contact with the city’s population as a single sacrifice to
Kalid-Ma, Thakok-An’s heart changed from her god. Her own family was the first on the
mere servitude to true obedience and even altar, and Thakok-An cut out their hearts
love. She desired Kalid-Ma to look only at with a smile on her face.
her, to know that her devotion was strongest Unfortunately, the influx of power was too
of all of Kalid-Ma’s followers. much for the ritual to take; the ascension was
a delicate process, and Thakok-An’s
overeager fumbling had sent it out of balance.
A wave of magical energy swept across the
land, killing most of the city’s people and
turning the nearby fields barren and lifeless.
After the destruction passed, Thakok-An
found herself alive in a mostly-empty city,
only a few survivors crawling up out of the
rubble and ruins. She rushed into the
ziggurat’s depths to find her queen—only to
find Kalid-Ma lying lifeless inside a crystal
coffin, seemingly dead.
Thakok-An’s grief was without equal; she
likely would have taken her own life had she
not discovered Kalid-Ma’s notes on the
process of ascension. The crystal coffin was a
regulator for the energies to be absorbed, and
her apparently lifeless state was simply a
magically-induced coma to give her body the
time needed to process the incredible power
of the ascension. She should have awakened
already, but everything seemed to still be in
place.
Thakok-An convinced herself that the
sacrifice had worked, that Kalid-Ma simply
needed more time to finish changing into her
new form due to the influx of additional
power. The High Templar went out into the
city and began gathering the survivors,
organizing them and preparing them for the
day that Kalid-Ma awakens. After all, when
Thakok-An’s god awakens, she will no doubt
be hungry. Part of her fears that she is fooling
herself, that Kalid-Ma is dead—that she killed

164
her god with her own foolish ambition. She simply dock at one of the small islands lying
pushes that voice down deep in her heart, beyond the straits, the only place where
however; without Kalid-Ma, Thakok-An has merchants from all four islands can come to
no reason to continue living. do business anymore.
The High Templar can close the domain The Rokuma are slight in stature but
borders of Kalidnay by entering the sacred blessed with trim builds and elegant grace.
chambers at the heart of the ziggurat and Their skin tone ranges from creamy white to
meditating. When she does, terrible ruddy brown, and both hair and eye color
sandstorms blow up at the borders of the tend toward dark tones, particularly black.
domain, capable of flensing the meat from a Men and women alike grow their hair long;
traveler’s bones in mere minutes. The longer women wear theirs in elaborate fashion, held
she maintains this state, however, the more together with wooden pins, while men tend
aware she becomes of the hollow void in her to keep theirs in neat tails or knots.
soul where Kalid-Ma’s voice once spoke to Both genders wear wide-sleeved robes
her; she can only keep the borders closed for belted at the waist with a sash, worn over long
a few hours before the pain of Kalid-Ma’s shirts or shifts, but men also include loose
absence becomes too great to ignore. trousers or wrapped leggings while women’s
robes nearly trail the ground. Wooden
sandals or soft slippers complete the native
look, with the addition of broad straw hats on
Rokushima Taiyou the few days the sun shines or the many days
it rains.
Rokushima Taiyou, meaning “the six Homes in Rokushima are almost inevitably
islands of the sun,” would seem to be made of wood, with sliding doors made of
misnamed on two counts. The domain thin paper on wooden frames. The elite of
consists of four large islands in the midst of a the land, the noble warriors and their lords,
poisonous, roiling ocean, surrounding an build mighty stone castles and palaces with
immense freshwater sea. The cloud cover, multiple tiers and high walls. Serene shrines
heavy mists, and dense fog rolling off the dot the islands in places of natural beauty;
island’s many mountains make sunny days a whether humble of magnificent, these shrines
rarity as well. Still, the eldest natives of the are typically marked by uniquely shaped gates
islands can remember a time when the name known as torii, thought to be passages
rang true—when there were six islands instead between the human and spirit worlds.
of four, and when the sun shone brightly The local weather is a study in extremes.
every day. Even with the sun rarely seen, summers tend
The remaining islands are large and to be oppressive, hot, and muggy, with
verdant along the coasts facing the Great frequent storms. Autumn is a time of
Mirror Lake that they surround. The central rampaging typhoons that can last for days on
portions of each island are dangerous end, often damaging homes or even sweeping
mountains, a few of which are volcanic, away entire unlucky villages with mudslides.
before reaching the outer edges of the island Winters are brutally cold, burying the entire
ring, which face toward the Poison Sea. The domain under snow that does not abate for
Great Mirror Lake is fed by clear mountain weeks at a time. The one time of the year
springs and frequent rain, its waters cascading that the Rokuma look forward to is spring,
down jagged slopes of coral and rock into the which is all too short but very pleasant, a time
venomous depths of the Poison Sea. Only when the islands are covered in the pale
the westernmost inlet to the Great Mirror blossoms of flowering trees.
Lake is navigable, making it difficult for ships The Rokuma are a people who place great
from beyond the Mists to safely make their emphasis on the importance of family and
way to the larger freshwater port cities. Most

165
knowing one’s place. Because of the Rokuma While kaidan can mean nearly any horror
philosophy that family is more important tale in its broadest usage, it more specifically
than self, family names are given before refers to old-fashioned “scary stories” that call
personal names (so a man named “Akemi back to historical Japanese folk tales. Stories
Ichigo” is Ichigo of the family Akemi). In of the kaidan type typically include eerie
theory, being a farmer or craftsman is just as happenings, ghosts, omens, and elements of
worthy as being a warrior or ruler, as long as vengeance. These stories also often include
one does one’s best in that position. In water as a ghostly element, due to traditional
practice, the warrior elite of the nation do as Japanese cultural links between water and the
they please while at least publicly trying to underworld.
seem compassionate and generous to those For good reference material, check out
lesser than themselves. some modern or classic Japanese horror
Though the rulers of the four remaining films or manga, such as Ringu, Ju-On, or the
islands are brothers, no love is lost between many works of Junji Ito.
them. They constantly skirmish with one
another over outlying regions of their lands, Themes
though it has been a generation since they
battled one another in earnest. The death of • The Code of the Warrior: Life in
two of their brothers, followed by the Rokushima is structured around rule by a
destruction of their islands in horrific warrior-noble caste known as samurai.
earthquakes and tsunamis, has made them Their complicated system of honor,
more cautious about direct confrontations. glory, and obedience is known as
Each of them considers himself the only true bushido, the “warrior’s way.” Whether a
ruler of all Rokushima Taiyou, with his warrior actually believes in it or not, his
brothers as mere pretenders. public actions are judged based on his
The nation was once united under their adherence to its precepts. The strict
father, a powerful and ruthless general, but demands of the code often come into
they began to squabble over his empire conflict with the desires of the heart or
almost before his body was cold. Though the realities of life, which in turns
they publicly pretend to honor his memory generates situations of drama, tragedy,
and the ways of their ancestors, each is as sorrow, and horror. It also leads to many
cold, ruthless, and underhanded as he was, warriors confronting the basic hypocrisy
using the concept of honor to motivate their of their code when obedience conflicts
people while holding it in no regard with compassion, both important virtues
themselves. to the samurai.
• The Spirit World: The people of
Rokushima believe in a vast pantheon of
Tropes spirits, gods, and demons, all of whom
Rokushima Taiyou is a direct analogue to are thought to be observing mortals out
historical Japan, particularly the Japan of the of interest, curiosity, or mere boredom.
Warring States Period before the unification Appeasing these spirits and avoiding their
of the country by Tokugawa. It can just as ire forms a good portion of the average
easily replicate any major period of Japanese person’s daily life. Ignoring the demands
history, however, from the classical Heian of the spirits can lead to being cursed, or
Era to the unified but still violent Edo even being stolen away by a particularly
Period. Rokushima is a place to tell samurai angered being. In Rokushima, the spirits
stories (or jidaigeki in Japanese), but more are real—and humans ignore them at their
importantly it is a place for traditional kaidan- peril.
style Japanese horror tales. • The Cycle of Karma: The concept of
karma can be simplified to the idea that

166
doing evil deeds inevitably comes back The Darklord
on their perpetrator. An evil person may
Shinpi Haki was a ruthless man who
escape punishment for a long time—even
exploited his enemies’ weaknesses without a
his whole life, perhaps—but the darkness
shred of honor, even as he publicly paid
in a human soul inevitably finds an outlet
service to the warrior’s code. In his lifetime,
to bring retribution on that person.
he took six warring islands and united them
Someone who avoids mortal justice may
into a single mighty nation, beholden only to
find themselves trapped as a ghost,
the strength of arms that he could muster.
damned for all eternity to never know
Even after he became lord of Rokushima
release from pain. Even those who
Taiyou, he spent his twilight years putting
struggle to avoid the punishment of
down peasant rebellions, destroying religions
destiny often find themselves building the
that he considered dangerous to the
circumstances for their own destruction
traditional Rokuma way of life, and purging
without realizing it. Things run in cycles,
people of non-Rokuma descent to rid the
and every beginning holds the seed of its
nation of “foreigners.” As he grew older, he
own end. This also speaks to the idea of
pitted his six sons against one another to vie
impermanence; the Rokuma believe that
for his favor, believing that only conflict could
nothing lasts forever, and all old things
make them strong enough to rule in his
must pass in time to make way for the
stead.
new.

167
Lord Shinpi succeeded all too well at that if they should die of peaceful means—
molding his sons into his own image. All of such as passing away from old age—they will
them grew into ruthless, honorless go just as peacefully into death and escape his
conquerors who turned on one another as clutches, so he tries every means available to
soon as he died. Shinpi Haki did not pass on him to ensure their violent, untimely ends.
peacefully in death, however. His many evil He has dispatched assassins against them,
deeds trapped him in the mortal world as a inspired their enemies to rise up, and even
ghost, a powerless spirit destined to watch thinned the borders between the mortal and
and observe as his heirs tore his nation to spirit worlds to allow monsters to rampage
pieces over pride and vainglory. Lord their lands. Despite his best efforts they
Shinpi’s rage grew as he watched his sons remain alive, due to equal parts paranoia and
squander everything he had spent a lifetime martial strength. Every year makes Lord
building. Shinpi a bit more desperate, a bit more likely
In the end, his grudge grew too powerful to overreach and tip his hand. When that
for the spirit world to contain entirely. His happens, no one knows exactly how his sons
evil began to draw demons, ghosts, and will respond. After all, how does one make
malicious spirits to him, feeding his darkness war on the afterlife?
in a growing spiral of hate. Shinpi decided When he wants to close the domain’s
that all of his sons were equally worthless, borders, horrible typhoons rise up out of the
and that the only person with the right to rule Poison Sea, making it impossible for ships to
over Rokushima was himself. Armed with survive unless they turn back for safe harbor.
hatred beyond human reckoning, he haunted Using this ability distracts Lord Shinpi from
his sons’ dreams, pushing them to use ever his primary goals, however. While he is so
more dishonorable methods in their battles. distracted, his sons sleep peacefully and
When hired assassins gave two of his sons dream of the honor they once possessed—
cowards’ deaths, his blood connection to and of the better world they could build if
them allowed him to devour their souls and they only put aside their old grudges. Shinpi
drag their islands down into the bleak spirit fears what would happen if they were
world he inhabits. permitted to follow these noble impulses, so
Shinpi Haki now rules over two islands—a he never allows them more than a few nights
third of his former empire. While everyone of respite.
believes these islands to have been utterly
destroyed, the truth is that they and their
people have merely been spirited away,
doomed to live under Lord Shinpi’s The Shadow Rift
tyrannical hand. Demons, ghosts, and
monsters of all sorts fill the roles that noble They say that faeries come from a realm far
samurai once filled, treating humans as little below human lands, a deep and lightless
more than cattle and slaves. Lord Shinpi world separate from the mortal realm. Time
cares nothing for their suffering; he only flows differently in this twilight land—whether
wishes to rule, even if he rules over nothing faster or slower, the legends do not agree.
more than a blasted, grey wasteland filled Elves, dwarves, and gnomes are rumored to
with corpses, monsters, and wailing widows. be refugees from this place, though they
Lord Shinpi’s remaining four sons have won’t speak of it to humans. The stories
turned into cautious men after the seeming speak of razor-bladed grass, flowers that
destruction of their brothers’ lands. For now, giggle, trees that speak, and animals that walk
he bides his time, filling their minds with like men. No one is sure which tales are true
dreams of conquest and glory in the hopes of and which are mere fancy, but all agree on
pushing them into desperate acts. He knows one thing: the Shadow Rift is no place for
mortals.

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The Shadow Rift can be entered from these lands—not just the unseelie fey, but the
nearly any domain due to its strange, chaotic legacy of their many years of necromancy.
nature. It is a realm of paradoxes and Many races of faerie folk call the Shadow
contradictions, a half-real world of its own Rift home. Though their appearances vary
where dream logic and narrative matter more wildly, they consider themselves to be of a
than physical laws. If one delves deeply single race. Most are vulnerable to sunlight to
enough in places sacred to the fey, or if one varying degrees, and the highest ranks of their
falls into a chasm where the bottom cannot race—the so-called “true Arak”—can be killed
be seen, or if one sleeps in a ring of by exposure to the sun.
mushrooms deep in the forest, or… Any of The various races organize themselves into
these and more can give passage to the two broad courts, the Seelie and the
Shadow Rift. Unseelie; their differences can be summed as
Those that survive their descent into the whether their members consider themselves
lightless depths find themselves emerging to be superior to all other beings and thus
into a vast cavern so large that it has its own deserving to rule and dominate them (the
geography. A strange and magical half-light Unseelie) or superior to all other races and
fills the depths; it is not “light” as humans therefore morally obligated to leave them to
know it, but it allows those with human their own devices (the Seelie). While the
ranges of vision to see as though the world Unseelie can be said to be “evil” in human
were cloaked in heavy shadow. Creatures that terms, the Seelie are not necessarily “good”
can see in dim light or pure darkness find a so much as they are uninterested.
wondrous vista opening up before them,
while those that create light to see with soon Tropes
find themselves targets of the darkness-loving
Interest in faeries and magic goes back
locals.
centuries in virtually every real-world culture,
The domain is roughly divided into
from the “wee folk” of the British Isles to the
northern and southern halves, like a broad-
yokai of Japan. People were claiming to take
waisted hourglass. The northern Rift includes
photographs of “real” faeries as recently as
many plateaus and terraces, high enough that
World War I, and many modern people
even flying creatures have trouble ascending
think that alien abductions and UFO
them due to the heavy winds that surround
sightings are just a modern interpretation of
their peaks. Most of the northern region is
faerie lore. The Shadow Rift exists to create a
covered with an expanse of rolling hills
home and purpose for the many faerie folk
covered in swaying grasslands and temperate
of Ravenloft, should the story have need or
forests. This land includes many villages and
want of such a unifying origin.
cities, full of faerie folk who at least seem
Beyond that, the Shadow Rift acts as an
friendly to outsiders, even if their customs
exception to the general rule of magic being
can lead to bizarre and unpleasant
secretive and subtle in the Land of Mists. It is
misunderstandings.
a place where virtually anything can happen,
The southern Rift is far less pleasant and
and where a sense of wonder and excitement
hospitable, a place of rocky badlands, acrid
goes hand in hand with abject horror and
swamps, dangerous beasts, and hostile
immortal beings who care nothing for
faeries. Most of the region is comprised of
humanity. Arthur Machen’s “The White
broken stone flats, dangerous chasms, and
People” and “The Great God Pan” both
sheer drops into fetid chasms full of stagnant
touch on these topics, though readers may be
water and carnivorous fungi. Where the land
more familiar with Alice’s Adventures in
is broken by rivers, it turns into acidic and
Wonderland, Peter Pan, and The Wizard of
murky swampland, polluting the water with
Oz, all of which contain dark and disturbing
muck and decay. An unholy host haunts

169
themes, especially considering their primary common faeries talk in riddles, and even
audience is children. mortals can get caught up in thinking of
life as a grand tale rather than something
Themes they’re living. The tales of the Shadow
Rift are often grim ones, however, and
• Everyday Magic: The Shadow Rift is a can quite frequently end with “and then
realm of strange magic and fantastic they all died.”
creatures. Sorcery and wonderment are
open and common in this domain, unlike
many places. Enchantment is second The Darklord
nature to the immortal fey, and they build Deep in the stony southern badlands of the
their society around uses of sorcery the Shadow Rift stands a pillar of granite. Atop
same way humans build their society that pillar is an eye-twisting structure made of
around constructing houses and using basalt and obsidian, and floating among its
tools. Doors lack knobs because their obscene pillars is a sphere of utter darkness.
masters can open them with a word. Impenetrable even to the lightless eyes of the
Statues come to life to defend the castles shadow fey, this sphere whispers ceaseless in
they stand in. Invisible servants made of a litany and its surface roils with barely-
music clean houses while the house’s checked power. Within this sphere, known
owner sings in the language of birds. to the shadow fey as the Obsidian Gate, lies a
Virtually everything in the Shadow Rift portal to another plane, a realm of chaos and
has a magical undertone to it—it is the unimaginable laws of nature.
mundane that is unusual and exotic here. When the shadow fey fled to their new
• Mad World: Magic is a force of chaos at home countless ages ago, their master—a
the best of times, and nowhere is that horrific thing they called Gwydion, the
more evident than in the Shadow Rift. sorcerer-fiend—followed them. The sacrifice
The chaos of the domain is not a bedlam of their king sealed Gwydion on the other
or active anarchy, but rather a subtle side of the Gate, trapped between the worlds
undermining of the line between reality forever. Gwydion remains there still,
and illusion, between dream and waking. dreaming of freedom and whispering to those
Things move on their own in the Shadow that can hear him about the power he will
Rift—inanimate objects and terrain bestow on any who aid his escape.
features alike. Animals and plants take on Gwydion is the darklord of the Shadow
human characteristics, such as thought Rift, but he is imprisoned within the
and speech. Logic and reason have no Obsidian Gate and can only vaguely
meaning here; it is all too easy for a weak- influence the world around him. His
willed person to go mad, or simply to presence is the reason that the southern half
think that they might. of the domain is so lifeless, and why those
• Narrative Logic: The one kind of logic that dwell there tend toward malice and
that makes sense in the Shadow Rift is madness. His voice reaches into the dreams
that of the narrative or story. Things of the shadow fey and inspires them toward
happen in certain orders because cruelty and ambition.
everyone knows that’s how stories work. The lord of the Unseelie Court—Loht, the
The hero must gain companions, meet Prince of Shadows—hears the voice of
enemies on the road, find a mentor, Gwydion in his dreams, but he believes it to
descend into darkness, and so on. be the voice of his father. Loht is convinced
Everyone in the Shadow Rift believes that his father is not dead, but rather is
themselves to be part of an ongoing story, trapped between worlds as a spirit; since the
and so they act like characters rather than fey are naturally immortal beings of solidified
people. Nobles make grand speeches, spirit, Loht believes he can free his father and

170
restore him to life by opening the Obsidian existed in the Land of Mists before, and his
Gate. His sister, Maeve, stands as queen of total isolation indicates that even the Dark
the Seelie Court, and she believes her Powers (whatever they are) might fear him.
brother’s obsession will lead them into While he remains entrapped, he can only
disaster. She opposes him subtly, not wishing inspire dreams and visions in the minds of
to gain his ire or lose his love, but she those receptive to his evil. He has no direct
privately fears that her brother has gone truly power over the domain at all, save a general
mad. knowledge of major events that transpire
Gwydion seethes in his prison, smaller than within it.
most for a darklord. Were he to gain his
freedom, the devastation would be
unimaginable; nothing like him has ever

171
172
Chapter 7:
Cabals and Societies

to get a GM thinking about adventures and


Dread Realms, Dread Secrets campaign directions.
Ravenloft is a world of many mysteries.
From the grand secrets of the Dark Powers
to the smallest crumbs of hidden knowledge Ba’al Verzi
sought by scholars and mystics, the unknown
fills people with wonder and terror. Many In the days before Strahd von Zarovich
groups exist to seek out those mysteries, dragged Barovia into the hellish realm it now
while others are themselves mysteries to be inhabits, the Ba’al Verzi were a cabal of
uncovered. assassins notorious for their remorseless and
This chapter looks at some of the groups, devious ways. They thrived in the
factions, cabals, secret societies, and treacherous atmosphere of the time, carrying
conspiracies of the Land of Mists. Some of out many slayings among nobles and
these are part a single domain’s culture, while commoners alike in the delicate but brutal
others are known across an entire cluster—or games of power played by the Barovian elite.
more. Ravenloft Reincarnated makes no The membership of the Ba’al Verzi was
assumptions about which, if any, of these secretive and pervasive. Many aristocrats
groups are real, and which are simply rumor. feared that their courtiers, servants, or even
In a given GM’s campaign, the answer to kin could be assassins, just waiting for the
which groups are active could be any, all, or word to kill them. The Ba’al Verzi were
none. synonymous with terror.
Just remember: three can keep a secret if When Strahd made his pact with darkness
two of them are dead. and slaughtered every living person in Castle
Ravenloft, a great many of the Ba’al Verzi—
including the majority of their leadership—
Dread Possibilities
were caught up in the bloodshed. Even
Each entry in this chapter includes a
skilled assassins were no match for a
section about several different possible truths
powerful vampire, and they died to a man.
involving the faction in question. Some might
The few survivors were low-ranking killers
be “dark secrets” that even the faction
who hid in the countryside for years after the
members themselves don’t know, or possible
slaughter, fearful that it might be the start of a
futures if the faction continues on its current
purge against their group rather than just a
path. A few are alternate versions of the
senseless slaughter.
group that might come into play in a given
The remaining Ba’al Verzi passed on their
campaign, and some offer different takes on
skills and knowledge from one apprentice to
the group as written.
the next for several centuries, gradually
As with the existence of any given group,
rebuilding their numbers and power. They
these “dread possibilities” may or may not be
dare not operate too openly in the present
true in a given game, and they exist primarily

173
time, since they know that the ruler of Church of Ezra
Barovia has no more patience for challenges
to his rule. The Ba’al Verzi might be the only
Founded a little more than a century ago in
people in Barovia who know what Count
the nation of Borca, the Church of Ezra has
Strahd really is—knowledge they dare not
become extremely popular among both the
share outside their order, lest the count
commoners and the nobility in that short
decide that loose lips must be sealed forever.
amount of time. The Church’s message of
Though they retain the amoral, avaricious
salvation from evil and a happier world
character of their forebears, the modern
beyond the Mists in the arms of a loving
Ba’al Verzi are defined by their abject terror
goddess is appealing to the downtrodden,
of the monster that nearly destroyed them
and its hierarchy that supports the temporal
once before. They will not take any mission
rule of mortal leaders gives it credibility to
that puts them into direct confrontation with
the government. In many ways, the Church
Strahd von Zarovich, nor will they accept a
of Ezra is the state religion of Borca, and it is
job he offers.
nearly as popular in several other nations.
The Church’s founding is intimately tied to
Dread Possibilities the first ruler of modern Borca, Camille
Nosferatu: The Ba’al Verzi might have Dilisnya. Her older brother Yakov had a
been simply skilled assassins at one point, but severe riding accident as a young man,
their inner membership has become rife with leaving him delirious for five days and nights.
the supernatural in the centuries since the When he awoke, he possessed miraculous
slaughter at Castle Ravenloft. The order has powers and spoke of communing with a
been subverted for some time to the will of forgotten goddess called Ezra. He spent the
Nicu Moldonesti, a nobleman they were rest of his life building a religion in her
contracted to kill who turned out to be a honor—a life that was cut short by his own
vampire. Amused by their tenacity, Nicu sister when she feared the power that he was
turned the cabal into his own tool and seized accumulating.
leadership for himself. Now the Ba’al Verzi The riots that followed Yakov’s death were
are slaves to the same kind of monster they ended only when Camille made public shows
feared. of favor to the Church and officially
Servants of the Count: The Ba’al Verzi converted to the faith herself. Rumors speak
avoid taking contracts from or against the of backroom deals between Camille and the
ruler of Barovia. On the other hand, they’ll remaining Church elders—deals which
happily serve other members of the Barovian ultimately caused the first schism of the faith,
aristocracy. One of their favored clients is as some priests decided that involving
Vasili von Holtz, a minor nobleman whose themselves so closely with politics was a
list of enemies is extensive and whose distraction from the mysteries of faith.
pockets are quite deep. The assassins have Since that schism, the official Church
taken many contracts from the von Holtz policy has been to tolerate other “sects” of
family over the years—all of which have the faith, though only the original sect is
actually come from the same person, none considered the “one true faith.” There are
other than Strahd von Zarovich himself. The currently four major sects recognized by the
count finds the Ba’al Verzi useful on Church of Ezra, and the process of being
occasion, especially their terror of him recognized as a “true revelation” of Ezra’s
personally; to avoid spooking them, he uses doctrine requires a series of difficult tests of
one of his common aliases whenever he faith, doctrine, willpower, and—some cynics
needs them to kill an enemy of the state. claim—political savvy.
Quite a few of the cabal’s other clients are Sometimes called the Home Faith by
puppets of the count as well. adherents, the Church of Ezra in Borca is

174
supervised by the Praesidius, the highest The Blood of Ezra: The doctrine of the
cleric of the religion. Leaders of other sects Church of Ezra says that the goddess herself
are known as bastions, while leaders of major was once a mortal woman who ascended to
temples are called sentires. Common priests divinity due to her devotion, goodness, and
are known as anchorites. willpower. Some heretical sects take the
mortal origins of the goddess a step further
Dread Possibilities and hold that Ezra bore children before her
The Fifth Sect: The Books of Ezra speak ascension, and that her mortal lineage still
of a terrible darkness which the goddess exists to the modern day. A particular small
holds back from the world. A common cult scours the Land of Mists for signs of the
theme in the Ezran faith is the idea that goddess and her history, hoping to find her
worshipers are soldiers against darkness. The divine descendants. What happens then is
number five is also common in the Books, to anyone’s guess, but a few believe that being in
the point that many Ezrans hold it in proximity to a descendant of Ezra will give
superstitious dread. A few members of the them a direct connection to the goddess
Church, laymen and clergy alike, believe that herself.
the revelation of a fifth true sect of the faith
will result in some terrible disaster, up to and
including the end of the world. The Dawnguard
Most secret societies are hiding for a good
reason, if for bad ends. Thieves’ guilds,
cabals of necromancers, and decadent social
clubs all have reason to fear their activities
being exposed. The Dawnguard is something
different—a secret society for the forces of
good.
In public, the Dawnguard is a simple
mercenary organization that hires out elite
soldiers to protect caravans and villages, and
to serve other non-political functions.
Privately, the Dawnguard has many more
members, all of whom work to protect
innocents from evil wherever it raises its
head.
The Dawnguard keeps its activities secret
for one basic reason: they know the truth, at
least some part of it. The founders of the
Dawnguard were scholars, adventurers, and
savants who started putting pieces together in
their individual careers, then compared notes
to find a horrible picture emerging. They
came to believe that each nation is a prison
cell for a singular damned soul, and that
some force is responsible for putting them
there. Knowing that any leader or major
figure of note could be a monster in disguise
convinced them to keep their existence as
much of a secret as possible.

175
The modern Dawnguard focuses its daily Ermordenung
activities on protecting the common people
of the Land of Mists. They use the profits
Borca is a land of poisonous beauty, and
from their public front to fund expeditions
nothing embodies this paradox as thoroughly
against evil, occasionally working with other
as the Ermordenung. Publicly known as the
goodly organizations but being careful to
courtiers, friends, and hangers-on of the
avoid having their true purpose connected to
nation’s ruler, Ivana Boritsi, the
their public image. The inner circle of the
Ermordenung are noted for their grace, their
group collects information from their forays,
beauty, and their coldness. Many of the
trying to piece it all together into a “grand
Ermordenung are known to have shared in
unifying theory” about the evils of the world.
the same alchemical concoction that allows
Ivana to keep her youth and beauty, so there
Dread Possibilities is a great deal of maneuvering and infighting
The Puppetmaster: The Dawnguard are among the lesser courts to enter Ivana’s good
fire-forged heroes, people who spend every graces.
day of their lives risking everything to protect Were the truth about the Ermordenung
the innocent—and who do it without promise known, people might be less anxious to join
of reward or fame. They make perfect patsies their number. While they do possess Ivana’s
for the organization’s true master. Who is perpetual youth thanks to her alchemical
this shadowy figure manipulating them? intervention, the side effects are less than
Some say the Dawnguard are merely puppets pleasant. The potion is a deadly toxin that
of Azalin Rex, the wizard-king of Darkon, only some people survive imbibing; those
who is noted for being obsessed with that do survive have their entire body
cosmological and metaphysical questions. permeated with poison, making every drop of
Others say that the Dawnguard are dupes of their blood and sweat into a deadly venom.
the Fraternity of Shadows, who also know In addition to being Ivana’s inner circle of
much of the true shape of things. In truth, the companions, the Ermordenung also serve as
Dawnguard’s secretive purpose and cell-like her assassins, using their bodies as deadly
structure make it far too easy to manipulate weapons against her enemies. The
their members—assuming one can find out Ermordenung specialize in seducing others
about them in the first place. and then killing them in intimate moments
Four Horsemen: The Dawnguard’s inner with untraceable poisons from their own
circle has come to a conclusion based on bodies.
their exhaustive study of the nature of reality: While their position grants them many
the world must be destroyed. The Land of benefits—including near-immortality and
Mists is nothing but a prison for evil, but eternal youth—theirs is a lonely existence.
countless innocents are trapped inside with Ivana is the sole arbiter of favor in their
the inmates. Believing that it is better to let a circle, making their long lives an exercise in
guilty man go free than to punish an innocent keeping the moody, cruel woman happy. She
man alongside him, the Dawnguard are delights in destroying relationships of any sort
actively looking for ways to unbind the that emerge among the Ermordenung that do
darklords from their domains (and kill them not revolve around her, leaving her clique full
if possible), with the ultimate goal of of bitter, jaded folk who grow to despise one
unraveling the world itself. They have come another for years of slights and feuds.
to believe that a better world exists beyond Relationships outside their circle are
the Misty Border, but the only way to achieve impossible, since a single touch could prove
it is to end the current one. fatal for an ordinary person.

176
Dread Possibilities what benefit it might gain them to know that
Best Friends Forever: The first of the truth.
Ermordenung was Nostalia Romaine, a The Fraternity of Shadows is an
friend of Ivana Boritsi’s since childhood. organization of spellcasters who actively seek
Nostalia helped Ivana murder Camille, the truth behind the illusion that is the world.
Ivana’s mother, and has been her strong right They have gleaned some basic understanding
hand ever since. Their friendship has of the shape of things, such as the nature of
endured for decades—and it stands as a darklords and domains, and they have
perpetual roadblock to Ivana’s favor for the inferred the existence of “higher powers”
other Ermordenung. More than one of the who direct affairs to their own purposes.
group has tried to “remove” Nostalia quietly The Fraternity are no mere scholars,
over the years, but since their favored tactic— however; they actively pursue knowledge and
poisoning—doesn’t work on other secrets wherever they lie, hoping to increase
Ermordenung, such attempts are almost their personal power over reality itself
always either abject failures or expose the through the acquisition of secrets. Through
conspirators, and often both. That doesn’t ultimate understanding, the Fraternity hopes
stop people from trying every few years, to gain ultimate power—and there is very little
sometimes with outside help. they would not do to get what they desire.
Addicted to Love: Ivana’s favor is what The Fraternity is a loose-knit coalition
brings someone into the Ermordenung—and whose members carry out their own forms of
losing it can end a member’s life. While a research and inquiry, sharing information at
single potion transforms an individual into twice-yearly gatherings that move between
one of the Ermordenung, they require places of learning and scholarship. They hide
regular infusions to keep their youth and their meetings under the guise of conferences
beauty. Only those willing to undertake the and gatherings of colleagues, identifying one
dreadful acts needed to create the vital another by their serpent-and-onyx
venom stay in the Ermordenung, since a membership rings. The few people who have
single dose of the concoction requires the heard of the Fraternity of Shadows at all
heart’s blood of three people. The potion generally dismiss it as yet another private
must be taken at least three times a year to social club for elite intellectuals.
arrest aging, and if the imbiber ever stops Most of the Fraternity’s membership is
taking it, they age with unnatural speed until made up of male wizards, though they have
they catch up to their true age. Ivana is begun moving away from their historical
unwilling to keep old or ugly people in her chauvinism in recent years to be more
clique, so most of the Ermordenung quickly inclusive. Only wizards with a strong interest
become heartless serial killers to keep their in illusion-based magic can reach the highest
position intact. ranks of the society, the five-member board
of directors called the Umbra. Between their
many researchers and vast libraries, the
Fraternity might well know more of the
Fraternity of Shadows secrets of the Land of Mists than any other
organization in the world.
There are those who believe that the world
is merely an illusion, a figment of shadows
and fog. This belief is especially common
Dread Possibilities
The Traitor: Erik van Rijn was a member
among wizards, who can twist the fabric of
of the Fraternity of Shadows for many years.
existence into new shapes through willpower
Frustrated by his inability to gain ascension to
and training. Many have wondered over the
the Umbra due to his scholarly focus on
years what truth lies behind the illusion—and
transformative magic rather than illusion, van

177
Rijn ultimately betrayed his colleagues and good and evil. In their view, if someone sides
stole a great many of their secrets before against them, their opposition must be evil
fleeing. The Fraternity now scours the world rather than simply misguided. Their methods
for any sign of their erstwhile brother, despite are harsh, sometimes brutal, and not even the
rumors that van Rijn has used the forbidden least bit subtle. The Inquisition has put more
knowledge he received for his betrayals to than one innocent person to the fire for the
become something more—and less—than appearance of iniquity—and if they feel any
human. guilt for it, they dare not let it show for fear
The Shadow War: The activities of the that their superiors would do the same to
Fraternity bring them into frequent conflict them.
with other secret societies. They have stolen
relics from the Order of the Guardians, Dread Possibilities
snatched away prizes from the Red Wagon A Realm Cleansed: Rumors persist that the
Traders, saved targets of the Inquisition (for home domain of the Inquisition is a place of
later dissection), and generally been quite the safety from evil—that they have purged it of
nuisance to virtually everyone else in the every dark thing that walks, crawls, or flies at
Land of Mists who operates in secrecy. night. Every inhuman monster has been
While the Fraternity has mostly managed to eliminated—as well as every elf, dwarf,
avoid their actions coming back to haunt gnome, sorcerer, heathen priest, hedge witch,
them, their internal struggles for power or common peasant who does not accept the
sometimes expose them to outsiders. It’s only Inquisition as their moral compass. The idea
be a matter of time before one—or several—of of a truly cleansed domain appeals to some,
their various enemies put two and two but most people who pursue the rumor of an
together to suss out the identities of the Inquisition homeland do so in the hopes of
Fraternity’s members. finding the organization and ending it at the
source.
Born of Shadows: The Inquisition’s
The Inquisition teachings are based on the writings of an
ancient holy knight, Kateri Shadowborn. She
The creatures of the night strike with wrote of many secret methods of rooting out
impunity, killing good people and leaving the and destroying evil. She would barely
rest in terror. Such monsters place recognize the Inquisition as being derived
themselves above humanity, doing as they from her teachings, though. Indeed, there is a
will with no fear of consequences. It will not corruption at the heart of the Inquisition—a
stand. dreadful entity known as Ebonbane. This
The Inquisition is an organization of cursed blade holds a demonic intellect, one
dedicated warriors, holy people, and that manipulates the leaders of the
common folk who have simply had enough Inquisition toward freeing it, one lost soul at
of fear. They organized together to root out a time. Every drop of blood spilled by the
evil where it dwells, taking the fight to the Inquisition’s dark tortures brings Ebonbane a
darkness where the monsters dwell rather step closer to freedom.
than simply waiting to defend themselves
when it comes. The Inquisition learns the
face of evil, hunting it with sword and flame Kargat
and shouted prayer.
If the Inquisition has a flaw, it is the zeal The wizard-king of Darkon, Azalin Rex,
with which they pursue their holy crusade. keeps order in his land through many means,
Inquisitors have no sense of nuance or both gross and subtle. The Kargat form the
shade—the world is black and white to them, two extreme ends of those tactics—the iron

178
hand in a velvet glove. The common folk of Kargat” act as a vital network of information
Darkon know that the Kargat exist, though and a means of keeping herself independent
not who its members are; this is to be of her superiors should the need arise.
expected for an organization of secret police. The Faith of the Overseer: From the
The Kargat’s members maintain civilian Temple of Eternal Balance, the Faith of the
identities, inform on dissident members of Overseer preaches its message of simple
their community, quietly arrest or “remove” living, the importance of community, and
anti-government elements, and sometimes divine justice in an unfair world. The
join forces to quickly and brutally destroy religion’s appeal stretches across the social
Azalin’s enemies. spectrum in Darkon, though its clergy wields
While the lower ranks of the Kargat are no official power and the religion relies on
skilled mortal soldiers, spies, and donations to maintain its many charities. Its
bureaucrats, their upper echelons are entirely priests never study magic, instead focusing on
monstrous in nature. Promotion in the practical solutions to daily life and taking care
Kargat involves transformation into a of others. The religion’s popularity and
monster of some sort, such as infection with appeal doesn’t change the fact that it is a
lycanthropy, being sired by a vampire, or a sham created by the Kargat as an experiment
painful living mummification to become one in social control. The secret police invented
of the undead. Few people are admitted into the religion out of whole cloth a century ago
the higher ranks, since most of the existing to toy with the idea of using faith to keep
leaders are at least semi-immortal, but many people in line, and then as a flytrap for
of them are subjected to unique mystical potential revolutionaries and do-gooders.
processes that result in unique monstrosities. While the religion has passed into mortal
The Kargat are kept in line through fear control and none of its modern members
and devotion. Most of them owe their know the truth of its origins, the Kargat still
immortality to Azalin, and they were keeps a close eye on the Faith.
generally loyal subjects of the crown in their
mortal lives. Long years as creatures of the
night wear on sanity and loyalty alike, though; Keepers of the Black Feather
not a small number of the elder Kargat are
corrupt, disloyal, or simply apathetic to any
Ravens are a symbol throughout the Land
part of their duty that does not involve
of Mists. They can represent death, fate, and
slaughter.
the inevitability of time, but they also
represent hope and freedom. A raven can
Dread Possibilities take to the sky, above it all, and soar free of
The Kargatane: It is well known that the the bonds of earth. This dual nature—hope
Kargat use “civilian informants” to maintain and tragedy alike—is at the heart of the land
their network of information across the land of Barovia, as evinced by the traditional seat
of Darkon. Most of these informants are of national power: Castle Ravenloft.
unaware of the true nature of the Kargat’s The holding of that seat by the corrupt
upper ranks—but a few know the truth, and Strahd von Zarovich is an insult to the noble
want to be part of it. A particular vampire has history of Barovia according to the Keepers
begun using her informants as a source of of the Black Feather, a secret society that
food as well as information, using her mind- holds ravens sacred and works against the
controlling powers to make her “herd” loyal dread Count Strahd. Many members of the
to her rather than to the nation. She keeps Keepers are themselves ravenkin, a form of
them in line with her psychic charms, her intelligent avians who are larger than true
beauty, and the promise of eventual ravens and possess inherent mystical abilities.
immortality. In the meantime, her “lesser Others are wereravens, people who hold the

179
blood of ravens and can transform between Moroi
man and bird at will. The largest portion of
the group are simply humans, men and
Beneath some of the greatest cities in the
women who believe that the rule of Strahd
Land of Mists lie another world—a mirror
von Zarovich—and by extension, all things of
image of the society above. Within these
evil—must pass away for hope to truly take
hidden subterranean cities live the moroi, a
flight once more.
race of blood-drinking predators who regard
The Keepers are patient. They have
themselves as wolves to the sheep that are
worked in secret for generations to arrange
humankind. Unlike vampires, the moroi are
Strahd’s destruction, for they know that they
a race of living, breathing people—albeit a
will have only one chance. In the meantime,
race of sociopaths and cannibals.
their agents move throughout the Land of
The moroi look very human, except for
Mists, gathering weapons and relics—and
their retractable fangs and eyes that tend to
looking for heroes to aid their cause. The
glow in dim light. They are somewhat
time draws near when the Keepers will make
sensitive to bright light, so their artisans have
their play. For better or worse, the hands of
come up with smoked glass lenses that
fate move them toward their destiny.
protect their eyes while they travel on the
surface. They tend to have a lean, hungry
Dread Possibilities look about them—the look of a hunter—and
Knights of the Raven: The Keepers of the are very attractive by human standards.
Black Feather hold fast to an ancient and The moroi live underground not out of
nearly forgotten faith, worshipping Andral, a fear but to avoid the sun, which causes their
god of the sun and hope. Every generation, a sensitive eyes and skin discomfort. They do
small number of Keepers manifest Andral’s not fear humans, except in large numbers.
favor as holy warriors capable of channeling They realize that too much attention could
powers of light and healing. These Knights of be bad for them as a whole, so they generally
the Raven are the secret weapons of the limit their feeding to vagabonds and people
Keepers, sent to distant domains to train and who won’t be missed, dragging them down
fight evil until the time they can be recalled to into their underground lairs and keeping
bring justice to the dread lord of Barovia. them in pens to feed off of them for months
The Symbol of Ravenkind: The most or even years. Some moros “lone wolves”
potent holy object of the Church of Andral is care nothing for their society, instead
the Symbol of Ravenkind, a platinum preferring to kill with impunity and watch
medallion shaped like the sun with an amber their own backs. Most prefer to be part of a
crystal at its center. The Keepers have long “pack,” however.
sought the Symbol, looting through various
ruined temples across the Balinok Mountains
Dread Possibilities
to find it. Recent information indicates that
The Elders: Unlike vampires, moroi are
the Symbol might have been under their
not immortal. They can live longer than
noses all along—in Castle Ravenloft itself!
humans by a good amount, but they
The paradox of stealing a weapon from the
eventually die of old age—usually. Some
lair of the creature they need it to kill is not
moroi mutate as they age for reasons no one
lost on the Keepers. They are currently
understands, turning into semi-immortal
seeking potential third parties willing to sneak
freaks that feed on flesh and bones as well as
into the castle and find the Symbol, and who
blood. These “elder moroi” lose their sanity
cannot be traced back to the Keepers if
and civility as they age, forcing their kin to
things go wrong.
drive them out into the dark places beyond
the moroi city-caverns. These elders
(sometimes called “morlocks”) can be a

180
continuing problem for the moroi, who fear Because of their long pursuit of mystic
and loathe them but are culturally disinclined items, few people in the Land of Mists are
to harm them personally. Some moroi could more knowledgeable about the crafting of
even be desperate enough to bring in humans magic objects—and the destruction of same—
to help, reasoning that any information they than the monastic scholars of the Order of
learn about the moroi won’t matter, since the Guardians. Many of them are capable
their employer certainly intends to kill them crafters of small magics themselves, though
afterwards anyway. their vows utterly forbid them from making
From Below: The moroi have lived anything permanent.
beneath human cities for time immemorial,
preying on the sheep above. At least a few Dread Possibilities
young firebrands grow tired of living in Black Vault: The Guardians scatter their
ramshackle huts and dank caverns while dangerous treasures across the world
humankind grows wealthy and comfortable whenever possible, but some objects are so
above. They believe that by suborning high- malevolent that they require near-constant
ranking members of the government with observation from highly-skilled scholars.
their mind-controlling venom and earning the Others have such complicated enchantments
loyalty of a few quislings, they can take direct that, even if they can’t be destroyed, they are
control of human society. In their grand too important to the Guardians’ research to
vision, humanity would become a vast herd leave in a hole in the ground a thousand
of food animals, living for no reason other miles from civilization. Such things go to a
than to serve and feed the moroi. Many older central location sometimes known as the
moroi think this is just foolish youth Black Vault. The Vault, if it exists, is home to
speaking, but a few have already begun the a vast array of lethal enchantments,
first steps toward building their new world dangerous objects, and horrific curses. The
order. Guardians there must be rotated out regularly
to keep them from going mad or being killed,
but it still happens sometimes. A mad
Order of the Guardians Guardian fleeing the Vault with a dangerous
relic can turn into a serious issue for the
Magic is a dangerous force, and objects Order.
forged from dark magic are no less The Clock Maker’s Dilemma: Magic is a
dangerous. The fact that an object can force of chaos, without a doubt—but it is
become magical through its maker’s usually a force that must be channeled by a
obsession or madness is a disturbing truth will, human or otherwise. Some Guardians
known to scholars of the arcane. The believe that the creation of evil relics is not a
occasional appearance of dangerous objects natural phenomenon at all, but the intention
infused with power and curses is a serious of some unseen mover. This “prime evil”
problem throughout the Land of Mists. would be nearly omniscient, a godlike
The Order of the Guardians exists to find presence that actively makes the world worse
such objects, contain them before they can with every act of obsession, terror, or rage.
do too much harm, and then transport them Can its existence be inferred from studying its
to distant places to find means of destroying works? Could it be understood? Could it be
them. Some objects resist destruction, so the killed? That is what the Guardians truly wish
Order also works tirelessly to house cursed to discover.
items, keeping them from those who would
use them for evil or from foolish innocents
who would be harmed by them.

181
Quevari the Quevari seemingly go mad. They lose all
sense of self and become very aggressive,
engaging in fistfights, excessive drinking,
Scattered throughout the Land of Mists are
gorging themselves on food, running naked
small, isolated villages of people from an
through the streets, and rutting like animals.
ethnic group known as the Quevari. Friendly,
They rarely harm one another severely
generous, and pleasant, the major quirks of
during these “monthly festivals,” but
the Quevari are their staunch insistence of
outsiders risk death at the hands of the
keeping to their own villages and the fact that
villagers at this time of the month. The
they don’t allow outsiders among their
Quevari themselves are aware of these
company during the three nights of the new
periods of horrific madness, but they avoid
moon. Most of their neighbors are content
talking about it due to a sense of cultural
with the explanation are the Quevari just
shame and a desire to not cause trouble for
have an unusual religion; those that suspect
their neighbors. They work very hard to keep
something unnatural are unwilling to pursue
outsiders from coming to their villages during
their investigations for fear of making their
the new moon since they don’t want to hurt
friendly neighbors into something dangerous.
anyone, but incidents happen every few years
The Quevari are a ruddy-skinned people
due to bad luck or bad timing.
who bear some resemblance to the
Monsters in Disguise: The Quevari are not
wandering folk, though the two groups do not
what they seem. Their friendly appearance
admit to having any relationship. The
and colorful garb are an act designed to keep
Quevari dress in bright, contrasting colors;
people from discovering the truth of what
women tend to wear ankle-length skirts and
they really are. They might be lycanthropes,
heavy, colorful shawls, while the men wear
undead, or some other kind of horrible
trousers, suspenders, and white or grey shirts,
creatures, but their human guises are mere
limiting their use of bright colors to their
set dressing to lure unsuspecting travelers to
coats, which are glorious patchwork
their doom. After all, if someone goes
rainbows. Both genders wear their hair long,
missing on a long trip through the wilderness,
and married men tend to grow long, wild
the friendly Quevari village along their route
beards.
certainly couldn’t have anything to do with it.
Except during the nights of the new moon,
The Quevari are just so nice.
the Quevari are open and welcoming to
outsiders in a way that few other groups are
in the Land of Mists. The Quevari give to
strangers generously, asking nothing in return Red Wagon Trading Company
except for help with chores and running
errands. There are no inns in Quevari Merchants, salvagers, and scavengers, the
villages, but there’s always a warm hayloft or Red Wagon Traders are known far and wide
empty house for travelers who need as the canniest and most ruthless mercantile
someplace to stay—and somehow, virtually organization in the Balinok Mountains. The
every family has always “cooked too much guildsmen of the Red Wagon happily sell
anyway” if someone says they’re hungry. The weapons to both sides of a battle, then pick
Quevari are kind and welcoming—except for the corpses for intact goods to resell later.
three nights of the month. Among their services, the Red Wagon
Trading Company are also “finders of lost
Dread Possibilities objects.” They take contracts from private
Dark of the Moon: The Quevari have a individuals or organizations to perform wide-
good reason for wanting to keep people away ranging investigations in order to find and
during the new moon. During the three recover stolen goods or missing treasures—
nights of the month when the moon is dark,

182
and sometimes to steal things that would be The Red Wagon Traders are heavily
“better off” in their clients’ hands. involved in the criminal community as well as
Virtually everyone suspects that the Red the mercantile community, but mostly in a
Wagon Traders are heavily involved with the passive role. They act as fences for stolen
criminal underworld, but no one dares move goods, they smuggle contraband for clients,
against them due to their value to the and they help paying customers avoid border
mercantile community of the region. patrols, but they undertake very little active
Without the Red Wagons, few merchants criminality themselves. The only exception to
would be willing to move their goods across this are their “finding missions,” on which a
the dangerous roads of the Balinoks, and Red Wagon Trader loses what little scruples
outside trade would virtually cease. Quite he might have normally in favor of theft,
frankly, the Red Wagon Traders are the only intimidation, bribery, and even murder.
people greedy—or crazy—enough to risk the
Mists on a regular basis for mere coin. Dread Possibilities
The Headmistress: The Red Wagon
Trading Company was founded by noted cat
burglar Jacqueline Montarri to find
something very precious to her—her head.
Cursed to a horrible half-life until she can
find her severed head, living only by stealing
the heads of other women, Montarri realized
that she could never search the whole world
by herself. Instead, she used her cunning and
underworld connections to build an
organization loyal to herself. While the Red
Wagon Traders make immense profits from
their various enterprises, their real mission is
to be on the lookout for their leader’s
missing head. Whoever finds it would be
rewarded beyond all measure, so the traders
pursue their duty with zeal and vigor.
The Resistance: The ongoing ethnic strife
between Barovia and Gundarak has spanned
generations and shows no signs of stopping.
Every time it seems a peace might be won, a
new atrocity arises that enrages one side or
the other. The Red Wagon Traders gently
encourage such atrocities in order to bolster
their bottom line—sometimes even
committing them and laying blame on the
other side, though this is a dangerous game.
Lately, the traders have been propping up the
Gundarakite resistance movements with
(slightly) discounted weapons in order to
improve the overall market.

183
Wandering Folk mystical talents. Perhaps the most dangerous
ability possessed by the wandering folk—and
the one that makes every darklord hate or
Throughout the Land of Mists wander
fear them, at least a little—is their power to
many clans of rootless folk, people who
ignore closed domain borders. The covered
make no villages, build no settlements, keep
wagons of the Vistani can pass through a
no towns. They live from their covered
closed border as though it were not there, as
wagons, stopping in unclaimed land to put up
well as unerringly find their way down any
temporary shelters when they have need of
Mistway. The Vistani never fear becoming
them and moving on without a second
lost in the Mists, which makes them far freer
thought to the place they leave behind. They
than most people will ever know.
hunt and forage and trade for their food,
Harbingers of the End: The Vistani know
selling their services as guides, entertainers,
the truth—that reality as most people perceive
tinkers, and craftsmen. They are the
it is a lie. No matter how far the wandering
wandering folk.
folk travel, they are as much prisoners in the
Sometimes known as the Vistani, the
Land of Mists as everyone else, albeit
wandering folk can be found in virtually every
prisoners with a longer chain than most.
domain of the Land of Mists. They come
Their captivity chafes them, however; they
and go as they please, though they frequently
intend to be truly free again, no matter the
run afoul of local authorities who would
cost. To this end, they have undertaken a
prefer to keep a tighter grip on travel and
great mystical working, of which the pattern
traffic. Many settled people distrust the
of their travels is just one small part. When
wandering folk as well, finding their rootless
they complete their ritual, the Land of Mists
ways to be suspect and their pagan faith to be
will be torn asunder, spewing its poison out
morally bankrupt.
into the greater universe—or possibly killing
The wandering folk are accused of all
everyone in the world in one cataclysmic
manner of criminal activity when they come
display of horror. Either way, the Vistani will
near a village, and they are generally the first
be free once more.
to be blamed for anything that goes wrong. In
spite of that, villages and towns often look
forward to the arrival of a caravan of the
wandering folk, since they bring with them Van Richten Society
exotic music, beautiful dancers, foreign
goods, and a canny understanding of nature Rudolph van Richten is one of the
that can be highly welcome to a far-flung foremost monster hunters in the Land of
village. The fact that some caravans are home Mists, an experienced and cunning scholar
to thieves, smugglers, and kidnappers only who knows more about the creatures that
fuels the tarnished reputation that the haunt the night than virtually any other living
wandering folk live under, even though the person. In his journeys, he has made many
vast majority of their people are decent and allies and left behind many witnesses to his
generous folk who want only to be left to bravery and compassion. Quite a few of these
their traditional ways of life. individuals have stayed in contact with Dr.
van Richten and with one another over the
Dread Possibilities years, forming a long-distance network of
People of the Mists: The wandering folk scholars, sages, and researchers dedicated to
command strange and mysterious magical stopping evil wherever possible.
abilities that seem intricately connected to the The Van Richten Society is the brainchild
nature of the Misty Border. Many Vistani can of the Weathermay family, from a flippant
see the future, commune with dangerous comment by noted hero George
spirits, speak to beasts, or other unique Weathermay who referred to the doctor’s

184
allies as “the Van Richten appreciation remaining friends. But the letters increasingly
society.” Dr. van Richten himself has demonstrate knowledge that only Dr. van
withdrawn largely from the limelight as he Richten possessed. They do not acknowledge
has aged, acting instead as a mentor to young any response that speaks of his “death,” but
heroes and training the next generation of they frequently possess detailed information
monster hunters. The Van Richten Society about cases very similar to ones the recipients
keeps a watch out for likely candidates to are currently working on—or will start
train with the good doctor, as well as working on soon after receiving the letter.
consulting with him and one another to offer Van Richten’s Arsenal: Dr. van Richten has
advice to local unaffiliated heroes. accumulated many powerful and dangerous
relics over the years. While he has donated
Dread Possibilities the largest portion of them to the Order of
Bleak House: Dr. Rudolph van Richten is the Guardians, that still left him with a sizable
dead. Indeed, he has been dead for quite number of mystical objects that could be
some time, which is why it is doubly dangerous in the wrong hands. Where did he
disturbing that his allies continue to receive keep them all? Could an intrepid band of
letters from him. At first, they considered it a adventurers find and recover such a vast
cruel prank or an attempt by one of his treasure trove of magic? Even if so, should
enemies to draw out the good doctor’s they?

185
186
Chapter 8:
Denizens of Dread

The only “encounter balance” in the


Monsters of Ravenloft system is the difficulty that the GM presents
and the players’ characters are willing to
This chapter deals with adversaries, engage with. Because of the nature of the
enemies, and horrors of the night, creatures system, even a lowly zombie can occasionally
and beasts enough to fill a world many times get a lucky bite in—and even a group of
over. The collection of nightmares in this novice adventurers can rally their strength to
chapter is intended to populate the Land of put an end to the threat of a mighty vampire
Mists with dangers aplenty for a group of lord, with luck and faith on their side.
stalwart adventurers. Because of the potentially lethal turn that
Not all of them are necessarily intended to almost any encounter can take, always be
be used in the same domain or cluster, or willing to give the characters an opportunity
even in the same campaign. Each GM should to run if they decide to. Encourage fleeing
determine for himself whether or not a given every now and then, possibly with NPC
creature is appropriate for the story his group dialogue followed by horrible screaming.
is telling, and whether or not that monster Players who get into the mindset of “The
would make sense in the current area of that GM gave us this encounter, so naturally we
story. can win!” may not last long in the Land of
Many of the creatures here are intended to Mists.
be customized to some extent before their For more advice about encounter difficulty,
use, or have several different varieties that see page 198 of Savage Worlds Adventure
exist in different places throughout the world. Edition.
Feel free to adjust the enemies here as
needed. After all, one of the recurring
themes in Ravenloft is that research is Treasure and Rewards
necessary before fighting a powerful foe. An Generally speaking, Ravenloft is not a
encounter with a similar monster can be setting that encourages its heroes to loot
dangerous if the heroes make too many corpses, rob graves, or pick through enemies’
assumptions about their foe’s nature. pockets for coin. Some such acts might even
be considered desecration or theft in some
cases, and truly callous individuals often find
Difficulty Levels themselves facing Dark Powers checks for
One thing that Savage Worlds does their mercenary attitudes.
differently than virtually every previous That being said, powerful monsters
version of Ravenloft is that it discards the sometimes have valuables that can sustain a
notion of “challenge ratings” or “difficulty monster hunter’s expensive endeavors. The
levels”—the idea that some monsters are Savage Worlds Fantasy Companion has a
appropriate foes at certain tiers of power or section on loot that can be useful to GMs
experience. looking to include a more traditional element
of treasure hunting in their games (starting on

187
page 47 of that book). Most monsters in Skills: Athletics d8, Fighting d8, Intimidation
Ravenloft have “meager” or “worthwhile” d6, Notice d8, Stealth d8
treasures, with only the most powerful and Pace: 6; Parry: 6; Toughness: 8
wealthy foes possessing “rich” or “trove” loot Edges: Acrobat, Assassin, Dodge
caches. Gear: Shadow short sword (Str+d6, ignores
Since Ravenloft uses the Adventure Deck, non-magical physical armor), shadow darts
it is recommended that permanent magic (Range 3/6/12, Str+d4, ignores non-magical
items only show up when a player uses the physical armor)
Relic card from the adventure deck. Special Abilities:
Consumable magic treasures such as potions • Ethereal: Cannot be harmed by normal
and scrolls might appear in a random attacks. Takes normal damage from
treasure cache, but it’s more likely that such magic weapons and powers.
items are the result of player character • Fear: Being attacked or menaced by an
spellcasters using the Artificer Edge or invisible akikage, or having one manifest
something similar. in its silent fury, is an event worthy of a
Even the poorest monster hunters should Fear check.
get rewarded for their bravery in some • Fearless: Akikage are immune to the
fashion, if only to give the players a sense of effects of Fear and Intimidation.
accomplishment. Non-monetary treasures • Freezing Touch: Anyone who is Shaken
like free room and board or public acclaim or suffers a Wound from an akikage’s
might be all that some villages can afford to attacks must attempt a Vigor roll at –2 or
give their heroes. Personal touches, such as suffer a level of Fatigue.
small gifts from townsfolk, can be far more
• Naturally Invisible: An akikage is
memorable than another handful of coins.
naturally invisible and can only be seen if
it wishes itself to be seen—usually to
inspire dread in its intended victim. Any
attempt to strike an akikage in combat is
Denizens of Darkness at –6 unless the attacking character can
see invisible creatures or some method is
found to render the akikage visible.
Akikage (Wild Card) • Undead: +2 Toughness; +2 to recover
Akikage, or shadow assassins, are dreaded from being Shaken; immune to poison
undead creatures spawned from stealthy and disease; Called Shots do no extra
killers who died while trying to destroy an damage; ignores 1 point of Wound
assigned victim. Restless spirits who failed in penalties.
their tasks, they rise from their graves,
obsessed with fulfilling their incomplete
missions. Ancient Dead
An akikage is usually an invisible, intangible The ancient dead, more commonly called
spirit, but when it manifests, it looks like it mummies, are undead whose bodies have
did in life, albeit surrounded by thick smoke been dried and preserved. The spirit is
and mist that render it gray and indistinct. It bound to the corpse through powerful
usually appears in an assassin’s garb that necromantic rituals known only to a select
hides its features. While akikage understand few priests. Guardian mummies are common
all the languages they spoke in life, they never servants and slaves, bound in death to guard
speak, always remaining silent in death. a specific place; mummy lords are nobles
Attributes: Agility d10, Smarts d6, Spirit d8, and priests who were given greater care in
Strength d6, Vigor d6 their animation, and so possess greater will
and power.

188
Rumors abound of truly ancient dead— Edges: Improved Arcane Resistance
mummies so powerful that they could rightly Gear: Bronze breastplate (+3)
be described as walking gods in their own Special Abilities:
lands. • Fear –2: Mummy lords inspire utter
terror in those who look upon their
Guardian Mummy withered forms.
The most common type of mummy, these • Fearless: Mummy lords are immune to
creatures were former servants and soldiers, Fear and Intimidation.
placed in tombs to guard them for all • Mummy Rot: Any character who is
eternity. Shaken or suffers a Wound from a
Attributes: Agility d4, Smarts d6, Spirit d10, guardian mummy’s attack must attempt a
Strength d12, Vigor d12 Vigor roll at –2 or contract mummy rot
Skills: Fighting d8, Intimidation d8, Notice (chronic disease). Any character who dies
d6 from this disease or is killed by a mummy
Pace: 4; Parry: 6; Toughness: 10 lord’s unarmed attacks rises from the
Edges: Arcane Resistance dead as a zombie under the mummy
Special Abilities: lord’s control 1d4 hours later.
• Fear: Anyone seeing a guardian mummy • Shuffling Gait: Mummies roll a d4
must make a Fear check. running die.
• Fearless: Guardian mummies are • Slam: Str+d4.
immune to Fear and Intimidation. • Undead: +2 Toughness; +2 to recover
• Mummy Rot: Any character who is from being Shaken; immune to poison
Shaken or suffers a Wound from a and disease; Called Shots do no extra
guardian mummy’s attack must attempt a damage; ignores 1 point of Wound
Vigor roll or contract mummy rot (long- penalties.
term chronic, minor debilitating). • Weakness (Fire): Mummies take +4
• Shuffling Gait: Guardian mummies roll a damage from fire.
d4 running die.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover Animator
from being Shaken; immune to poison Animators are malevolent spirits that infuse
and disease; Called Shots do no extra objects with their dark essence and cause
damage; ignores 1 point of Wound them to move about like puppets. These
penalties. spirits animate objects to spread fear and
• Weakness (Fire): Mummies take +4 protect their wards so that whatever they
damage from fire. inhabit produces a stead supply of negative
emotions. When not inhabiting an object,
Mummy Lord (Wild Card) animators are malevolent entities, prone to
Mummy lords were former priests and fits and tantrums. When seen through
mages, preserved for eternity and granted an abilities that allow the detection of invisible
unearthly life through arcane rituals. creatures, animators appear as vaguely
Attributes: Agility d4, Smarts d10, Spirit d12, defined clouds of mist with the suggestion of
Strength d12+2, Vigor d12 a face.
Skills: Fighting d10, Intimidation d10, Notice Attributes: Agility d6, Smarts d6, Spirit d10,
d8 Strength d6, Vigor d6
Pace: 4; Parry: 7; Toughness: 13 (3) Skills: Notice d6, Stealth d10, Taunt d10
Hindrances: Vengeful (Major), Vow (Major: Pace: 6; Parry: 2; Toughness: 7
protect my tomb) Special Abilities:

189
• Ethereal: Cannot be harmed by normal numbers and often choose to flee if losing a
attacks. Takes normal damage from fight.
magic weapons and powers. Attributes: Agility d4, Smarts d6, Spirit d8,
• Fear: Seeing an object spring to life from Strength d6, Vigor d8
an animator’s possession inspires a Fear Skills: Fighting d6, Notice d6, Stealth d8
check the first time it is witnessed. Pace: 6; Parry: 5; Toughness: 8
• Possession: An animator’s strength lies in Special Abilities:
its ability to inhabit an inanimate object • Ethereal: Cannot be harmed by normal
(called a “shell”) and bring it to terrifying attacks (except for fire). Takes normal
life. This only requires the animator to damage from magic weapons and powers.
move into the object and spend an action • Heat Drain: Within a range of Spirit, the
inhabiting it. While inhabiting an object, arayashka can drain heat from a single
the animator gains an armor bonus based source as an action. Using this ability
on the object’s construction (typically +1 extinguishes any flame up to the size of a
for leather or cloth, +2 for wood, and +3 bonfire. If the wraith targets a living
for metal), and can use the object as a creature with this ability, the creature
weapon, effectively gaining a d6 in makes a Vigor roll opposed by the
Fighting and inflicting damage based on arayashka’s Spirit. On a failure, the victim
the material plus the animator’s Strength. suffers a level of Fatigue. If successfully
(So Str+d4 for leather or cloth, and so used on a creature Incapacitated from
on.) An inhabited object is no longer Fatigue, the victim dies.
considered inanimate for purposes of • Immunity (Cold): The arayashka are
acing on damage rolls and other effects. creatures of pure cold, and thus suffer no
An animator whose shell is destroyed is harm from it.
Shaken, but otherwise unharmed. • Spawn: Any person slain by a snow
Normally, animators can inhabit human- wraith and in an area where snow can fall
sized or smaller objects, but especially has a 50% chance of rising as an
powerful animators could theoretically arayashka during the next snowstorm.
inhabit bigger objects. • Undead: +2 Toughness; +2 to recover
• Undead: +2 Toughness; +2 to recover from being Shaken; immune to poison
from being Shaken; immune to poison and disease; Called Shots do no extra
and disease; Called Shots do no extra damage; ignores 1 point of Wound
damage; ignores 1 point of Wound penalties.
penalties. • Weakness (Fire): A snow wraith takes
normal damage from even mundane fire
attacks, such as being clubbed with a
Arayashka flaming torch. Because they are
Snowfalls can be treacherous in high incorporeal, however, they cannot catch
mountains at the best of times, but the worst fire.
of them can claim many lives at once.
Between blizzards and avalanches, it is no
wonder that a great many people die with Banshee (Wild Card)
terror and regret great enough to reanimate Banshees are female spirits who take one
them as arayashka, or “snow wraiths.” of three forms—a young maiden, a matron-
These frigid undead manifest only during like figure, or an old crone. All dress in
severe winter weather, seeking victims from either a grey, hooded cloak or a funeral
whom to drain life and warmth. Dangerous shroud. Their long nails may be able to tear
but cowardly, snow wraiths prefer to attack in through flesh, but their most feared power is

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their terrible keening, which can drive a man Special Abilities:
mad. • Bite: Str+d6.
A variant of the banshee, known as the • Curse: The first time the characters see a
“washer woman,” comes in the form of a barghest during a session, they must
cloaked figure washing blood stained clothes. make a Spirit roll at –2 or lose a Benny.
According to legend, these are the garments Characters with no Bennies instead suffer
of those about to die from her wailing. a level of Fatigue.
Attributes: Agility d6, Smarts d6, Spirit d8, • Go for the Throat: Barghests instinctively
Strength d6, Vigor d8 go for an opponent’s soft spots. With a
Skills: Fighting d6, Notice d8, Performance raise on its attack roll, it hits the target’s
d8, Stealth d6 most weakly-armored location.
Pace: 6; Parry: 5; Toughness: 8 • Fear: The howl of a barghest can inspire
Special Abilities: panic in all who hear it. Characters who
• Claws: Str+d4. must roll on the Fright Table as a result
• Ethereal: Cannot be harmed by normal of this add +4 to their d20 roll.
attacks. Takes normal damage from
magic weapons and powers.
• Fear –2: The banshee’s appearance is a Bat, Giant
terrifying apparition that can drive even Giant bats are larger than regular bats, as
brave men mad with fear. well as more vicious. Despite the fact that
• Flight: Banshees fly at a Pace of 12”. most normal bats are fruit or insect eaters,
• Keening: A banshee may keen as an the majority of giant bats are predators and
action. Anyone within a Large Burst blood drinkers.
Template centered on the banshee must Attributes: Agility d8, Smarts d4 (A), Spirit
make a Fear check at –2 opposed by the d6, Strength d8, Vigor d6
banshee’s Spirit or suffer a level of Skills: Fighting d6, Notice d10, Stealth d8
Fatigue. Those that are Incapacitated Pace: 1; Parry: 5; Toughness: 4
from this effect die within 1d10 minutes Special Abilities:
unless they are revived with a Healing • Bite: Str.
roll. • Echo Location: Giant bats suffer no
• Undead: +2 Toughness; +2 to recover penalties for bad lighting, even in Pitch
from being Shaken; immune to poison Darkness.
and disease; Called Shots do no extra • Flight: Giant bats have a flying Pace of 8”.
damage; ignores 1 point of Wound • Size –1: Giant bats measure three feet
penalties. long, but have a wingspan double that.

Barghest Bird of Prey


Barghests are huge, black dogs. It is said Birds of prey may be small, but their talons
that anyone who sees a barghest is destined to can rip through flesh with ease. This stat
die soon, and the terror of their appearance block can be used for eagles, hawks, large
can sometimes induce heart attacks—making ravens, and hunting birds of any kind.
this something of a self-fulfilling prophecy. Attributes: Agility d10, Smarts d4 (A), Spirit
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
d6, Strength d8, Vigor d8 Skills: Fighting d6, Notice d12+4, Stealth d8
Skills: Fighting d8, Intimidation d8, Notice Pace: 1; Parry: 5; Toughness: 3
d6, Stealth d8 Special Abilities:
Pace: 10; Parry: 6; Toughness: 6
Edges: Fleet-Footed

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• Blind: When attacking large prey, birds Edges: Berserk
of prey go for the eyes. A raise on their Special Abilities:
claw attack deals +1d10 damage rather • Gore: If a boar can charge at least 6”
than +1d6. An Injury suffered from such before attacking, it adds +4 to damage.
an attack is always to the eyes or face. • Tusks: Str+d4.
• Claws: Str+d4.
• Flight: Birds of prey have a flying Pace of
12”. Broken One
• Size –2 (Small): Birds of prey tend to be Broken ones are hideous combinations of
around two feet long. human and animal, created through the less-
than-tender mercies of a mad scientist. The
typical broken one unwholesomely combines
Black Sprite the humanoid with distorted animal features.
These tiny faerie folk possess vicious and It stands hunched and, while it can run
sadistic demeanors. Standing only two feet upright, prefers to move on all fours. Their
tall and resembling tiny, dragonfly-winged fingers, though tipped in small claws, are
elves, black sprites wear bright, ragged dexterous enough to use weapons and tools.
clothing that makes them seem cheerful and These foul beasts can talk, but with a
friendly. Their pointed teeth only show when growling, rough voice.
they laugh, which they often do at their Attributes: Agility d8, Smarts d4, Spirit d6,
mischievous and frequently lethal practical Strength d6, Vigor d6
jokes. Black sprites (known also as baobhan Skills: Athletics d6, Fighting d6, Notice d8,
sith), dislike direct confrontation and prefer Shooting d6
to lead their victims into deadly traps or fights Pace: 6; Parry: 5; Toughness: 5
with other local beasts. Hindrances: Outsider (Major), Ugly (Major)
Attributes: Agility d10, Smarts d6, Spirit d6, Edges: Fleet-Footed
Strength d4, Vigor d6 Special Abilities:
Skills: Athletics d6, Fighting d4, Notice d8, • Bite: Str+d4.
Stealth d10, Taunt d8 • Fear +2: The pathetic horror of the
Pace: 4; Parry: 4; Toughness: 3 broken one can inspire fear, but they are
Hindrances: Mean sadder than scary.
Edges: Humiliate, Retort, Work the Room • Go for the Throat: A broken one scoring
Special Abilities: a raise on its attack roll automatically hits
• Faerie Magic: Black sprites can cast the target’s most weakly-armored
invisibility (self only) and illusion at will. location.
• Flight: Black sprites fly at Pace 10”.
• Size –2 (Small): Black sprites are tiny
creatures, standing less than two feet tall. Carrion Crawler
Carrion crawlers are aggressive
subterranean scavengers, about ten feet long,
Boar greatly feared for their paralyzing attacks.
Wild boars are hunted for their rich meat. They scour their underground territory for
They are tenacious fighters, especially when dead and decaying flesh but won’t hesitate to
wounded. attack and kill living creatures. Carrion
Attributes: Agility d6, Smarts d4 (A), Spirit crawlers resemble giant caterpillars, but their
d6, Strength d8, Vigor d10 mouth is ringed by eight tentacles dripping
Skills: Fighting d6, Notice d6, Stealth d6 with paralytic venom.
Pace: 6; Parry: 5; Toughness: 7 Attributes: Agility d6, Smarts d4 (A), Spirit
d6, Strength d8, Vigor d

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8Skills: Fighting d6, Notice d6, Stealth d6 Special Abilities:
Pace: 6; Parry: 5; Toughness: 9 (1) • Construct: +2 to recover from being
Special Abilities: Shaken; ignores 1 point of Wound
• Armor +1: Tough hide. penalties; immune to poison and disease.
• Bite: Str+d4, and poison. • Fearless: Carrionettes are immune to
• Poison: Anyone who suffers a Shaken or Fear and Intimidation.
Wounded result from the carrion • Possession: A carrionette can take
crawler’s bite must attempt a Vigor roll or possession of an immobilized humanoid
become paralyzed for 2d6 rounds. by driving a needle into the base of the
• Size +2: Carrion crawlers are roughly ten victim’s neck. The victim must be
feet long and weigh about 500 pounds. completely unable to resist, either
because it is unconscious or because it
has been paralyzed by silver needles.
Carrionette While possessing a living host, the
When in repose, a carrionette appears to carrionette’s own body is helpless. The
be nothing more than a brightly painted carrionette keeps his own Smarts and
marionette with jointed limbs and holes Spirit, and skills linked to those attributes,
where a puppeteer’s strings might go, though but gains all of his host body’s physical
the strings themselves are absent. The strings abilities. If the possession lasts at least an
matter little, as the carrionette is perfectly hour, the victim possesses the
capable moving without aid. The carrionette’s body in the same fashion.
carrionette’s most feared power is the ability Carrionettes thus take great care to lock
to usurp control over a living body. up their doll bodies or otherwise
Attributes: Agility d10, Smarts d8, Spirit d8, incapacitate them, since the destruction
Strength d8, Vigor d10 of the doll body will kill the carrionette
Skills: Athletics d6, Fighting d6, Intimidation and free the possessed victim to return to
d6, Notice d6, Stealth d10, Taunt d8 his own body.
Pace: 6; Parry: 5; Toughness: 5

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• Silver Needles: Carrionettes carry a small Crimson Mist
quiver of silver needles, which they can Horrific, semi-corporeal undead that lurk
throw as weapons with a range of 3/6/12. in swamps and other misty regions, the
A needle that hits does no damage, but crimson mist is a blood-draining fiend. They
forces the target to make a Vigor roll. On appear as grey clouds until they feed, when
a failure, the victim suffers a level of they change to pink through to dark red as
Fatigue. If the target becomes they consume more blood. Their preferred
Incapacitated from this, he is paralyzed tactic is to mingle with natural mist, allowing
and helpless. them to approach unsuspecting victims with
• Size –2 (Small): Carrionettes stand ease.
between one and two feet tall. Attributes: Agility d6, Smarts d4, Spirit d8,
Strength d6, Vigor d8
Skills: Notice d8, Stealth d10
Crawling Claw Pace: 0; Parry: 2; Toughness: 8
Crawling claws are animated severed hands. Special Abilities:
Three different varieties have been recorded, • Blood Drain: A blood mist covers an
though all share the same traits. The first are area equal to a Medium Burst Template,
those of murderers. In this instance, the hand hitting automatically and causing 2d4
somehow reanimates after death and sets out damage to everyone in the template,
on a murderous spree. The second belong to ignoring physical armor.
sorcerers who have learned how to detach • Fearless: Blood mists are immune to Fear
their hands and send them to perform and Intimidation.
errands. Not all of these are necessarily evil. • Flight: A crimson mist has a flying Pace
The third sort are vengeful creatures, of 4”.
usually belonging to accident victims who • Ethereal: Can only be harmed by magical
have had their hands severed but seek attacks.
revenge. The hand seems to take on a will of • Undead: +2 Toughness; +2 to recover
its own, carrying out a terrible revenge on from being Shaken; immune to poison
those who have wronged their former owner. and disease; Called Shots do no extra
Attributes: Agility d10, Smarts d6 (A), Spirit damage; ignores 1 point of Wound
d10, Strength d4, Vigor d8 penalties.
Skills: Athletics d8, Fighting d4, Notice d4,
Stealth d12
Pace: 4; Parry: 4; Toughness: 3
Crocotta
Special Abilities: The crocotta looks like a scaly wolf, except
• Scuttle: Crawling claws rolls a d4 running for its jaws, which are as long as a crocodile’s.
die instead of a d6. The beast’s jaws are powerful enough to bite
• Size –3 (Very Small): Crawling claws are through nearly any material.
the size of a human hand. Attributes: Agility d8, Smarts d6 (A), Spirit
• Throttle: A crawling claw cannot inflict d6, Strength d8, Vigor d6
the Bound or Entangled conditions while Skills: Fighting d6, Notice d10
grappling. Instead, if a crawling claw gains Pace: 8; Parry: 5; Toughness: 4
a raise on its Athletics roll, it begins to Edges: Fleet-Footed
strangle the victim. A strangling victim is Special Abilities:
Distracted and Vulnerable; at the start of • Bite: Str+d8, AP 10.
their turn, the victim must make a Vigor • Size –1: A crocotta is the same size as a
roll at –2 or suffer a level of Fatigue. large dog.

194
Leucrotta (Wild Card) Attributes: Agility d8, Smarts d6, Spirit d10,
Legend says that a crocotta that devours Strength d10, Vigor d10
enough human flesh eventually grows to Skills: Athletics d8, Battle d10, Fighting d10,
double its original size and becomes Focus d8, Intimidation d10, Notice d8,
intelligent. A leucrotta can mimic human Riding d8
voices, the more easily to draw prey out into Pace: 6; Parry: 9; Toughness: 11 (4)
the night where it can be picked off. The Hindrances: Code of Honor or Bloodthirsty
physical changes it undergoes as it grows Edges: Arcane Resistance, Block, Champion
make its jaws less lethal, however. (Evil), Combat Reflexes, Command, Frenzy,
Attributes: Agility d8, Smarts d6, Spirit d6, Level Headed
Strength d8, Vigor d6 Gear: Long sword (Str+d8), medium shield
Skills: Fighting d6, Notice d10, Performance (+2 Parry, –2 cover), plate mail (+4)
d10, Taunt d6 Special Abilities:
Pace: 8; Parry: 5; Toughness: 5 • Balefire Weapons: Anyone struck by a
Edges: Fleet-Footed death knight’s weapons has a chance of
Special Abilities: catching fire (SWADE 127). The death
• Bite: Str+d6, AP 1. knight’s burning weapons inflict +2
• Low Light Vision: A leucrotta ignores damage.
attack penalties for Dim and Dark • Death Magic: A death knight gains
lighting. several magical powers in his transition to
• Mimic: A leucrotta can mimic any human the living dead. A death knight has 20
voice it has ever heard, giving it a +2 Power Points and typically has the
bonus on Performance Tests. following powers: barrier (wall of ice),
blast (fireball), smite (intensify balefire),
and zombie (skeletal minions). Use Focus
Death Knight (Wild Card) as the arcane skill for these powers.
When a once-noble warrior forsakes his • Fear –1: The appearance of a death
vows and turns to darkness before dying, the knight is worthy of a Fear check.
Dark Powers can intervene to make his end a • Invulnerability: A death knight can be
restless one. A death knight gains vast powers Shaken but not Wounded by non-
but is cursed to know only pain and suffering magical weapons.
rather than the sweet release of death. He is • Undead: +2 Toughness; +2 to recover
constantly reminded of the price of his from being Shaken; immune to poison
dishonor, and the consequences of his poor and disease; no additional damage from
choices. Some death knights choose to grip called shots; does not suffer wound
even harder to a strict, merciless code of modifiers.
honor in death, hoping that it will eventually
lead to their redemption, while others
embrace their honorless ways. Doom Guard
A death knight looks like a corpse, either A doom guard is a suit of plate armor that
rotten or near-skeletal, wearing a blackened has been magically animated into a fearless
suit of plate armor, wielding the tarnished soldier in the service of its maker. The cost
weapons it carried in life. The death knight’s of creating a doom guard is prohibitively
blade flickers with black fire, and the air high, so they are more often used as
around it is chilled with terror. Some death guardians for a place or object than as field
knights can command the loyalty of a soldiers.
nightmare to ride into battle, while others Attributes: Agility d6, Smarts d4 (A), Spirit
settle for a skeletal or zombie horse. d8, Strength d10, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d6

195
Pace: 6; Parry: 7; Toughness: 11 (5) exist where industrial dumping has corrupted
Edges: Block, Sweep the land. They resemble standard trees, but
Gear: Long sword (Str+d8) their bark is black and a sticky red sap oozes
Special Abilities: continually from gaps in the bark. Most have
• Armor +5: Old-fashioned plate armor. “facial” features, formed from knots and
• Construct: +2 to recover from being twists in the wood.
Shaken; ignores 1 point of Wound Attributes: Agility d6, Smarts d6, Spirit d8,
penalties; immune to poison and disease. Strength d12+3, Vigor d10
• Fearless: Immune to Fear and Skills: Fighting d8, Notice d8, Stealth d4
Intimidation. Pace: 8; Parry: 6; Toughness: 15 (2)
Edges: Sweep (Imp)
Special Abilities:
Doppelganger • Armor +2: Thick bark.
In their natural state, these creatures are • Camouflage: A dread treant gains +4 on
gray skinned and unnaturally thin. They can Stealth rolls in forests.
alter their appearance to look like anyone • Lashing Branches: Str+d10, Reach 1.
they’ve ever seen, however; they’ll often kill a • Size +6 (Large): Dread treants stand up to
party member, take their place, and attack thirty feet high.
from within when the group is at its most • Weakness (Fire): Fire-based attacks do
vulnerable. Worst of all, doppelgangers have +2 damage; dread treants risk catching
limited mind-reading abilities, allowing them fire on a roll of 5-6 on a d6.
to fake knowledge in their mimicry.
The elite of the doppleganger race are the
so-called “dread dopplegangers,” sometimes Dream Stalker
known as “mind eaters” by their own kind. The dream stalker, sometimes known as a
These Wild Card dopplegangers can eat a bastellus, is a creature that feeds off its
victim’s brain to assume their shape and sleeping victims’ fear. It invades its victim’s
memories indefinitely. dreams and insinuates itself into them,
Attributes: Agility d8, Smarts d10, Spirit d8, savoring the anguish it causes. The creature
Strength d6, Vigor d6 can then change its form, resembling nothing
Skills: Athletics d6, Fighting d6, Notice d8, more than a shadow on a wall or floor, and is
Performance d10, Persuasion d10, Stealth easily missed with casual observation. The
d10 creature takes on its true form when it feeds:
Pace: 6; Parry: 5; Toughness: 5 a hulking humanoid shadow, featureless save
Special Abilities: for its leering smile of a mouth.
• Skilled Imitator: A doppleganger can use Attributes: Agility d8, Smarts d10, Spirit d8,
the disguise (self only) and mind reading Strength d6, Vigor d6
powers at will with no Power Point cost Skills: Fighting d4, Notice d6, Stealth d10
and Smarts as the arcane skill. They are Pace: 6; Parry: 4; Toughness: 7
limited to assuming the appearance of Special Abilities:
humanoids of roughly their own Size, • Dream Warp: The bastellus can touch a
though they can expand or contract as sleeping creature to force it to make a
necessary to change their apparent size. Fear check at –4. Any result on the Fright
Table from a failed roll takes place when
Dread Treant (Wild Card) the victim wakes up.
Dread treants are malevolent trees capable • Ethereal: Cannot be harmed by normal
of movement. Some are formed by attacks. Takes normal damage from
desecration of old burial grounds, some are magic weapons and powers.
possessed by spirits or demons, and others

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• Undead: +2 Toughness; +2 to recover pure counterparts, but such an action is one
from being Shaken; immune to poison of undeniable evil.
and disease; Called Shots do no extra
damage; ignores 1 point of Wound Blood Elemental
penalties. Corrupted water elementals, blood
elementals can form from large pools of
blood or the water drawn from the lungs of
Drownling drowned men. They appear as shapeless
Although death is never fun, drowning is crimson blobs, constantly extending and
said to be a particularly nasty way to die. reabsorbing thin tendrils. Blood elementals
Drownlings look like they did in life, but are the most methodical and deliberate of all
wear water-soaked clothes which never dry dread elementals. Free blood elementals take
out. The vast majority of drownlings are their time stalking their conjurer, enjoying the
children, though no one is quite sure why. chance to cause collateral destruction during
Attributes: Agility d6, Smarts d6, Spirit d6, the pursuit.
Strength d8, Vigor d6 Attributes: Agility d8, Smarts d6, Spirit d6,
Skills: Athletics d8, Fighting d6, Notice d6, Strength d10, Vigor d10
Stealth d6 Skills: Athletics d6, Fighting d8, Notice d6,
Pace: 6; Parry: 5; Toughness: 6 Shooting d8, Stealth d8
Special Abilities: Pace: 6; Parry: 6; Toughness: 7
• Drown: At the start of a turn in which a Special Abilities:
creature is being grappled by a drownling, • Aquatic: Pace 12”.
the victim must make a Vigor roll at –2 or • Blood Drain: A blood elemental that
suffer a level of Fatigue. A creature slams a target also draws out the target’s
Incapacitated by this ability perishes in a blood through his pores. A victim Shaken
number of rounds equal to their Vigor or Wounded by the elemental’s slam
die unless resuscitated. attack must succeed on a Vigor roll or
• Fearless: Immune to Fear and suffer a level of Fatigue.
Intimidation. • Elemental: Ignore additional damage
• Size –1: Drownlings are the size of from Called Shots; ignore 1 point of
human children. Wound penalties; immune to disease and
• Undead: +2 Toughness; +2 to recover poison.
from being Shaken; immune to poison • Gorespout: Blood elementals can project
and disease; Called Shots do no extra a torrent of water using the Cone
damage; ignores 1 point of Wound Template and their Shooting skill. Those
penalties. within take 2d6 nonlethal.
• Immunity: Immune to water-based
attacks.
Elemental, Dread • Invulnerability: Blood elementals are
Experienced spellcasters can cause the immune to all non-magical attacks except
elemental spirits themselves to manifest and fire. A torch or lantern causes them 1d6
fight on their behalf. Unfortunately, such damage but is instantly put out if it hits.
summoning sometimes go terribly wrong, • Seep: Blood elementals can squeeze
resulting in an elemental infused with the through any porous gap as if it were
dread nature of the land itself. Such “dread Difficult Ground.
elementals” corrupt and twist their native • Slam: Str+d6, nonlethal damage.
elements into something deadly and horrible.
A particularly cruel caster can choose to
summon dread elementals instead of their

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Grave Elemental • Buried Alive: As an action, the grave
Grave elementals appear as a vaguely elemental can target a single normal-sized
humanoid shape, comprised of chalky earth foe. A mass of worm-eaten bony arms
and clay, with bits of corpses, shattered burst from the soil and attempt to drag
coffins and headstones protruding from its the foe under. This acts as the entangle
body. Like earth elementals, grave elementals power, using Spirit as the arcane skill at
are direct and brutal in combat. They directly no Power Point cost.
charge toward opponents and attempt to • Burrow (10”): Grave elementals can meld
pound them into dust. into and out of the ground.
Attributes: Agility d6, Smarts d4, Spirit d6, • Elemental: Ignore additional damage
Strength d12, Vigor d10 from Called Shots; ignore 1 point of
Skills: Athletics d6, Fighting d8, Notice d4, Wound penalties; immune to disease and
Stealth d6 poison.
Pace: 4; Parry: 6; Toughness: 11 (4) • Immunity: Immune to earth-based
Special Abilities: attacks (including thrown stones or
• Armor +4: Rocky hide. powers with earth, mud, sand, or stone
• Bash: Str+d6. Trappings).

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Mist Elemental all material things, lashing out with burning
Mist elementals form from the essence of tendrils to leave behind the stench of charred
the Mists themselves. They appear as a flesh.
harmless, drifting cloud of white vapor, Attributes: Agility d12+1, Smarts d8, Spirit
allowing them to become invisible in foggy d8, Strength d4, Vigor d6
areas. Mist elementals are fast and Skills: Athletics d8, Fighting d10, Notice d6,
maneuverable, like their air elemental Shooting d8, Stealth d6
forebears. They enjoy chasing opponents and Pace: 6; Parry: 7; Toughness: 5
hurling victims to their doom from great Special Abilities:
heights. • Dance of Death: As an action, a pyre
Attributes: Agility d12, Smarts d6, Spirit d6, elemental can touch a corpse and revive
Strength d8, Vigor d6 it as a zombie or skeleton. This creature
Skills: Athletics d10, Fighting d8, Notice d8, bursts into flames and races around,
Shooting d6, Stealth d10 attacking creatures and setting fires at
Pace: —; Parry: 6; Toughness: 5 random. The creature’s attacks can cause
Special Abilities: victims to catch fire (SWADE 127). The
• Elemental: Ignore additional damage skeleton or zombie itself suffers 2d4
from Called Shots; ignore 1 point of damage each round at the end of its turn.
Wound penalties; immune to disease and • Elemental: Ignore additional damage
poison. from Called Shots; ignore 1 point of
• Ethereal: Mist elementals can maneuver Wound penalties; immune to disease and
through any non-solid surface. They can poison.
seep through the cracks in doors, bubble • Fiery Touch: Str+d6 chance of catching
through water, and rush through thick fire (SWADE 127).
brush as though it weren’t there. They are • Flame Strike: Pyre elementals can project
immune to all non-magical attacks. a searing blast of flame using the Cone
• Evil Infusion: A mist elemental may use Template and their Shooting skill.
the puppet power, with Spirit as the Characters within take 3d6 damage and
arcane skill. The mist elemental has 20 may catch fire (SWADE 127).
Power Points with which to use this • Immunity: Pyre elementals are immune
power. to fire and heat-based attacks.
• Flight: Mist elementals fly at Pace 8”.
• Wind Blast: Mist elementals can send
directed blasts of air to knock their foes Ermordenung (Wild Card)
away. They may choose one target or a Once normal humans, the ermordenung
Cone Template, and use their Shooting have been altered by foul alchemy to become
skill for the roll. Those affected make a the most loyal and elite operatives and
Strength roll (at –2 if the elemental gets a assassins of the ruler of Borca, Ivana Boritsi.
raise) or are hurled back 2d6” and Living as members of the ruling class, they
knocked prone. Anyone who strikes a appear as normal human beings of beauty,
hard object (such as a wall) takes 2d4 nobility and grace.
nonlethal damage. Both men and women are exceptionally tall
and marked by black hair, dark eyes and an
Pyre Elemental unusually pale complexion. Most
A pyre elemental manifests as a slender importantly, however, virtually every fluid in
column of incredibly intense blue flame with their body—blood, sweat, even tears—have
whipping tendrils of fire. Charred bits of become deadly poison.
bone can be seen dancing in the column’s Attributes: Agility d8, Smarts d8, Spirit d6,
flames. Pyre elementals revel in consuming Strength d8, Vigor d8

199
Skills: Athletics d6, Common Knowledge d8, • Mindless: A gelatinous blob is immune to
Fighting d6, Intimidation d8, Notice d6, Fear and mental Tests.
Performance d8, Persuasion d8, Stealth d8, • Size +1: A gelatinous blob is large enough
Taunt d8, Thievery d8 to completely engulf a human foe.
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Arrogant, Ruthless (Major)
Edges: Assassin, Humiliate, Retort, Ghost (Wild Card)
Streetwise, Strong Willed, Very Attractive Spectres, shades, and phantoms sometimes
Gear: Rapier (Str+d4, +1 Parry), fine clothes return from death to haunt the living or fulfill
Special Abilities: some lost goal. The ghost described in this
• Immunity: Ermordenung are immune to entry is a weak spirit, only just returned from
all poisons and toxins. the grave or confused in death.
• Poison Touch: An ermordenung can Attributes: Agility d6, Smarts d6, Spirit d10,
deliver deadly poison with just a touch. Strength d6, Vigor d6
This requires a Fighting roll with a +2 Skills: Athletics d6, Fighting d6, Intimidation
bonus. A touched victim must attempt a d12, Notice d12, Stealth d12, Taunt d10
Vigor roll or suffer Fatal poison. This Pace: 6; Parry: 5; Toughness: 5
also affects anyone who has intimate Gear: Thrown objects (Str+d4)
contact with the ermordenung, such as a Special Abilities:
kiss or a lengthy embrace with skin • Ethereal: Ghosts are immaterial and can
contact, which makes the Vigor have a –2 only be harmed by magical attacks.
penalty and failure inflict Lethal poison. • Fear (–2): Ghosts cause Fear checks at –2
when they let themselves be seen.

Gelatinous Blob Additional Special Abilities


This horrible creature is basically an Ghosts are unique beings, each with their
amorphous mass of acidic jelly with an own special powers and weaknesses. The
insatiable hunger. It might be a horror from following special abilities are possible powers
the Mists, a mobile fungal infection, or life for a ghost to possess.
created from industrial pollution run • Heart Stopper: The ghost can reach into
rampant. a living person’s chest and grab their
Attributes: Agility d4, Smarts d4 (A), Spirit heart, inflicting horrible wounds while not
d8, Strength d10, Vigor d12 leaving any apparent marks. The ghost
Skills: Athletics d8, Fighting d4, Notice d6 attempts a touch attack (+2 to Fighting);
Pace: 4; Parry: 4; Toughness: 9 on a success, the target makes a Vigor
Special Abilities: check or suffers a level of Fatigue.
• Blob: +2 to recover from being Shaken; • Near-Omniscient: The ghost is usually
immune to poison and disease; does not lurking about in the background,
suffer wound modifiers; no extra damage watching the living and waiting for a
from Called Shots. chance to strike. At the GM’s discretion,
• Engulf: A gelatinous blob gains +4 on it can know most anything the heroes say
Athletics rolls to grapple foes. Any or do while in its domain.
creature grappled by the blob suffers 2d4 • Telekinesis: A poltergeist, or “noisy
acid damage at the end of its turn. spirit,” is a type of ghost able to move
• Fear: Anyone seeing the creature must objects with great force. The ghost knows
make a Fear check. the telekinesis and havoc powers and has
• Gelatinous: A gelatinous blob suffers half 20 Power Points available for their use.
damage from physical attacks. Fire and The ghost uses Spirit as the arcane skill.
other forms of energy harm it normally.

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Weaknesses • Resolution: Most spirits linger because
Most ghosts have their own special they want something. A murdered
vulnerabilities, and a clever or dedicated woman might wish to reveal her killer’s
investigator can determine these weaknesses identity, or a dead child might want his
before going into battle. body returned to his family. If whatever
• Bane: The ghost is vulnerable to brought the spirit back is resolved in
something associated with its life or some acceptable way, it fades from the
death. This might be the noose a man physical world and does not return.
was hanged with, the gun that killed him, • Salt: The purifying power of salt can hold
his wedding ring, and so on. Presenting back a ghost or even damage it. The
this object grants a character +4 on Tests ghost cannot cross an unbroken barrier
against the ghost. of salt, and salt counts as a magical
• Fetter: Some spirits are bound to an weapon. Even a thrown handful of salt
object or place, such as the home they inflicts 2d4 damage.
lived in or their most precious
possession. If their anchor is destroyed
utterly, they lose their grip on the mortal Ghoul
world and fade from existence. Ghouls are vile undead scavengers, feasting
off carrion and unfortunate victims who cross
their path. They look like gray-skinned,
emaciated humans, their features twisted and
bestial.
Rare ghouls become far more intelligent
and ferocious, becoming ghoul lords. Such
creatures were often cannibals while among
the living, finding the transition to undeath
easy and sadistically enlightening. Ghoul
lords are Wild Cards, and frequently have
somewhat higher attributes as well.
Attributes: Agility d10, Smarts d6, Spirit d6,
Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Intimidation
d8, Notice d8, Stealth d8, Survival d8
Pace: 6; Parry: 5; Toughness: 8
Special Abilities:
• Claws/Bite: Str+d4.
• Infravision: Ghouls halve penalties
(round down) for bad lighting when
attacking living targets.
• Keen Nose: Ghouls get +2 to Notice rolls
against living targets, as well as +2 on
Survival rolls made to track the living.
• Paralysis: Creatures Shaken or Wounded
by a ghoul’s bite attack must make a
Vigor roll or be paralyzed for 2d6
rounds.
• Undead: +2 Toughness; +2 to recover
from being Shaken; immune to poison
and disease; Called Shots do no extra

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damage; ignores 1 point of Wound Special Abilities:
penalties. • Bite: Str+d4.
• Infravision: Goblyns halve penalties for
bad lighting against living targets (round
Goblyn down)
No one is sure of the origin of the hideous • Fear: The horrific bite attack of a goblin
humanoids called goblyns, only that they are is grounds for a Fear check.
a serious problem throughout many • Fearless: Goblyns are immune to Fear
domains. Twisted and hideous, their skin is a and Intimidation.
greenish-brown color and their shaggy black • Feast: With a raise on a bite attack, a
hair forms a greasy mane atop their goblyn strikes its target’s least-armored
malformed skulls. The fanged mouth of a location. If a character is Incapacitated
goblyn can open to an extraordinary width, from a goblyn’s bite attack, he suffers the
seeming to take up half their faces, and their effects of the Ugly (Minor) Hindrance
eyes glow like dying embers. until fully healed.
Attributes: Agility d8, Smarts d4, Spirit d6,
• Painless: Goblyns feel little in the way of
Strength d4, Vigor d6
pain. They gain a +2 bonus to Spirit rolls
Skills: Athletics d6, Fighting d6, Intimidation
made to recover from being Shaken.
d6, Notice d6, Shooting d6, Stealth d8
Wild Card goblyns (which are thankfully
Pace: 5; Parry: 5; Toughness: 4
rare) never suffer wound penalties.
• Size –1: Goblins stand around four feet
tall on average.

Golems
Golems are magical constructs, given life
through the imprisonment of a spirit within
the golem’s body. Creating one is costly and
laborious, and few mages have the requisite
knowledge. Despite being inhabited by a
spirit, golems cannot talk and are usually
barely aware.

Corpse Golem
The vilest golems are those crafted from
the body parts of corpses. Depending on the
creator, the golem may be stitched together
from the parts of one species or multiple
species, including men and beasts alike.
Attributes: Agility d6, Smarts d4, Spirit d8,
Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Intimidation
d10, Notice d6, Stealth d6
Pace: 4; Parry: 6; Toughness: 9 (1)
Edges: Arcane Resistance, Berserk
Special Abilities:
• Armor +1: Hard skin and muscle.

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• Construct: +2 to recover from being Attributes: Agility d6, Smarts d4, Spirit d8,
Shaken; ignores 1 point of Wound Strength d12+3, Vigor d12
penalties; immune to poison and disease. Skills: Athletics d6, Fighting d8, Notice d6
• Fear: Characters seeing a corpse golem Pace: 6; Parry: 6; Toughness: 17 (5)
must make a Fear check. Edges: Arcane Resistance (Imp), Sweep
• Fearless: Golems are immune to Fear (Imp)
and Intimidation. Special Abilities:
• Size +1: Corpse golems stand around • Armor +5: Magically hardened metal.
seven feet tall. • Construct: +2 to recover from being
• Slow: Corpse golems have a Pace of 4 Shaken; ignores 1 point of Wound
and roll a d4 for their running die. penalties; immune to poison and disease.
• Fearless: Golems are immune to Fear
Glass Golem and Intimidation.
These unusual constructs are crafted to • Slam: Str+d10.
resemble a stained glass warrior and are most • Size +4 (Large): Metal golems stand over
often used as guardians in temples. Unlike 10 feet high and weigh 6,000 pounds.
other golems, they are almost two-
dimensional, being no thicker than a pane of Stone Golem
glass. Stone golems are the traditional animated
Attributes: Agility d8, Smarts d6, Spirit d8, statue. As with most golems, they are shaped
Strength d10, Vigor d10 in the form of warriors and serve as
Skills: Athletics d6, Fighting d10, guardians.
Intimidation d8, Notice d8, Stealth d8 Attributes: Agility d6, Smarts d6, Spirit d8,
Pace: 6; Parry: 8; Toughness: 10 (2) Strength d12+2, Vigor d12
Edges: Arcane Resistance Skills: Athletics d6, Fighting d10, Notice d6
Gear: Enchanted glass sword (Str+d10), Pace: 5; Parry: 7; Toughness: 15 (3)
enchanted small glass shield (+1 Parry) Edges: Arcane Resistance (Imp)
Special Abilities: Special Abilities:
• Armor +2: Glass golems are depicted • Armor +3: Magically hardened stone.
wearing plate armor. Despite being glass, • Construct: +2 to recover from being
it is magically hardened and acts as metal Shaken; ignores 1 point of Wound
armor. penalties; immune to poison and disease.
• Construct: +2 to recover from being • Fearless: Golems are immune to Fear
Shaken; ignores 1 point of Wound and Intimidation.
penalties; immune to poison and disease. • Size +3: Stone golems stand over 8 feet
• Fearless: Golems are immune to Fear high and weigh more than two tons.
and Intimidation. • Slam: Str+d6.
• Size +1: Glass golems average 8 feet tall.
• Weakness (Blunt Weapons): Glass
golems take +4 damage from blunt Gremishka Swarm
weapons, such as clubs and hammers. From a distance, gremishkas could be
mistaken for alley cats, monkeys, or large
Metal Golem rats. Up close, however, their hideous nature
Typically crafted in humanoid form from is all too apparent. They possess slitted,
iron or bronze, these golems are among the reptilian eyes, needle-toothed mouths, and
most powerful of their kind. Some creators scabby fur in a variety of mottled, dull colors.
give their metal golems long swords instead Gremishkas are a smaller, more common
of hands, allowing them to attack more often. cousin of the gremlin, standing only about a

203
foot tall. They derive petty pleasure from reaper can summon a new one at sunset on
others’ suffering and enjoy stealing from the next night.
larger creatures. Individual gremishkas are Attributes: Agility d8, Smarts d8, Spirit d8,
fairly harmless, their sharp teeth painful but Strength d10, Vigor d10
not deadly. When they gather in swarms, Skills: Athletics d8, Fighting d10,
though—watch out. Intimidation d8, Notice d8, Riding d10,
Attributes: Agility d10, Smarts d4, Spirit d10, Stealth d6
Strength d8, Vigor d8 Pace: 6; Parry: 6; Toughness: 9
Skills: Notice d6, Stealth d8 Edges: Sweep
Pace: 6; Parry: 4; Toughness: 6 Gear: Scythe (Str+d10, two hands, –1 Parry)
Special Abilities: Special Abilities:
• Bite: A gremishka swarm automatically • Fear (–2): Seeing the specter of death in
hits for 2d4 damage to everyone within person is cause for a Fear check at –2.
the template. Damage is applied to the • Fearless: Grim reapers are immune to
least armored location. Fear and Intimidation. They cannot be
• Split: When the swarm is first Wounded, begged, pleased, or bargained with.
it splits into two smaller swarms (Small • Invulnerable: The grim reaper is immune
Burst Template). The Toughness of each to attacks from non-magical weapons.
swarm is lowered by –2. • No Cheating Death: If slain with magical
• Swarm: Parry +2. Because the swarm is weapons, the grim reaper is simply
composed of dozens of tiny gremlins, inconvenienced. He rises again at the
many forms of physical attacks are only next sunset, ready to try again. The only
marginally effective. Cutting and piercing way to permanently kill the grim reaper is
weapons do no real damage. Area-effect to use the banish power on it after
weapons work normally, and a character Incapacitating it, or to kill it with a
can stomp to inflict his Strength as blessed weapon.
damage each round. • Undead: +2 Toughness; +2 to recover
from being Shaken; immune to poison
and disease; no additional damage from
Grim Reaper (Wild Card) called shots; does not suffer wound
The grim reaper is an icon of death to penalties.
many cultures. Sometimes known as the
black horseman or the pale rider, this being
appears as a skeleton or corpse dressed in Hag (Wild Card)
black riding clothes, wielding a mighty scythe These cannibalistic ogres have powerful
with which to reap the souls of his victims. magical abilities. They are fond of eating
There seems to not just be a single grim children, but are not picky and eat nearly
reaper, but an entire class of similar death anything made of meat. The following are the
spirits, all of whom are constantly on the hunt base statistics for hags, but each kind of hag
for worthy souls to bring across the veil into has its own special abilities, as noted below.
death. Attributes: Agility d4, Smarts d10, Spirit d8,
A grim reaper has a chance to show up to Strength d10, Vigor d8
“collect” any Wild Card that is close to death. Skills: Fighting d6, Intimidation d10, Occult
They seem to come into existence to collect d8, Notice d8, Persuasion d8, Spellcasting
that specific person and engage in combat d10, Taunt d8
only if denied their prize. Pace: 6; Parry: 5; Toughness: 6
A grim reaper is typically accompanied by a Hindrances: Ugly (Major)
demonic steed. If its steed is killed, the Special Abilities:
• Claws: Str+d6.

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• Fear: Anyone seeing a hag must make a • Fear (–2): Sea hags are more horrific in
Fear check. appearance than other hags.
• Spells: Hags have 20 Power Points and • Horribly Ugly: Sea hags suffer –4 to
typically know the following spells: Persuasion rolls instead of –2 because of
boost/lower trait, disguise, divination, their intense hideousness.
fear, light/darkness, protection, puppet,
and sloth/speed.
Head Hunter
Annis Hag The head hunter is a twisted mockery of
The dreaded annis may be the most life, resembling an unusually large spider with
horrible of hags, larger and more powerful a human head for a body. The hideous face
than their kin. Annis hags use the base hag leers up at its foes, gibbering at them in
statistics, but add the following abilities. various languages. Head hunters feed on the
Toughness: 9 (1) headless corpses of their victims, and they are
• Armor +2: Steely skin. cunning enough to make plans, develop
• Improved Strength: Annis hags are schemes, coerce victims, and lay traps.
stronger than other hags. Their Strength Attributes: Agility d8, Smarts d6, Spirit d6,
is d12+2. Strength d4, Vigor d6
• Size +1: An annis stands some 8 feet tall Skills: Fighting d6, Notice d6, Stealth d10
and weighs about 325 pounds. Pace: 4; Parry: 5; Toughness: 3
Special Abilities:
Green Hag • Climb: Can walk on vertical surfaces at
Green hags are found in desolate swamps Pace 4”.
and dark forests. They get their name from • Fear (+0 or –2): The sight of a head
their tangled green hair. Green hags use the hunter is cause for a Fear check.
base hag statistics, but add the following Watching the creature tear free of a host
abilities. body inflicts a –2 penalty on that Fear
• Mimicry: A green hag can imitate any check.
sound she has ever heard, including the • Host Body: If a victim dies in a head
voice of any person she has ever heard hunter’s web, the head hunter uses the
speak. They have Performance d8 as an victim’s body as sustenance. First, the
additional skill. creature carefully removes the victim’s
• Weakening Touch: A green hag can head, then plants its own body in the
make a touch attack (+2 Fighting) against empty stump, becoming the “head” of
a foe, draining his energy and resolve. A the corpse. Its crablike legs reach into the
touched victim must attempt a Vigor roll body cavity and the head hunter can then
at –2 or suffer a level of Fatigued. control the host body like a puppet. The
hunter uses the host body’s Agility,
Strength, Vigor, Size, and base Pace
Sea Hag
Perhaps the most wretched of hags, the sea during this time, but otherwise retains its
own statistics. While implanted in a host
hag is found in the water of seas or
overgrown lakes. Their flesh is yellowed and body, attacks against the body do no
damage to the head hunter; inflicting a
sickly, and their hair resembles a mass of
Wound on the host body cripples it,
rotting seaweed. Sea hags use the base hag
forcing the head hunter to abandon it.
statistics, but add the following abilities.
Only Called Shots to the head inflict
• Aquatic: Sea hags can breathe water as
damage on the creature (and such Called
easily as air. They have a swimming Pace
Shots gain no damage bonus).
of 8”.

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• Immunity: Head hunters can move • Demon: +2 to recover from being
through webs with no penalty, even the Shaken; immune to poison and disease;
webs of other creatures. half damage from non-magical attacks
• Poison Vomit: As an action, the head except for cold iron.
hunter can spit a stream of venom with a • Flight: Imps have a flying Pace of 6”.
range of Vigor. Any creature targeted can • Powers: Imps have 20 Power Points and
make an Agility roll to dodge the venom. know the following powers: bolt,
If the venom hits, the victim must attempt detect/conceal arcana, entangle,
a Vigor roll at –2 or suffer a wound. invisibility, light/darkness (darkness only),
Head hunters generally try to avoid using and shape change (Small or Very Small
this attack on victims they wish to animals only).
consume, since it renders the body • Lending: An imp can share its Power
mostly unusable. Points with its master as a free action. It
• Razor Web: With one minute of work, a cannot be forced to share its power.
head hunter can fill a Medium Burst • Size –2 (Small): Imps are the size of a cat.
Template with razor-sharp webs. The • Weakness (Cold Iron): Demons take
webs are nearly invisible in Dim or worse normal damage from cold iron weapons.
lighting, requiring a Notice roll to detect.
A creature that enters the area of the
webs must attempt an Agility roll at –2 or
Leanhaum-Shee (Wild Card)
suffer 2d6 damage. Creatures can attempt The leanhaum-shee is a type of vampiric
to clear a path through the web with fey. She uses her stunning appearance and
weapons, treating each 1” of the web as a seductive ways to enslave men, whom she
target with a Toughness of 6. then drains of their life force.
• Size –2 (Small): Head hunters are very Attributes: Agility d8, Smarts d10, Spirit d10,
small, roughly the size of a human head. Strength d6, Vigor d8
• Vulnerability: Head hunters and their Skills: Fighting d6, Notice d6, Performance
webs suffer double damage from fire, and d10, Persuasion d12, Taunt d10
their chance to catch fire is increased by 1 Pace: 6; Parry: 5; Toughness: 6
whenever they would have a chance to do Edges: Strong Willed, Very Attractive
so. Special Abilities:
• Enslave: A leanhaum-shee uses her
seductive charms to enslave mortals. This
Imp works as the puppet power but lasts
Imps are small, winged demons. They are indefinitely. The fey uses her Spirit as the
often sent to the material world to serve as arcane skill. A leanhaum-shee may only
familiars to “honored” wizards. Although ever have one mortal bound to her at a
they aid their new masters, they also report time. The only way a mortal can be freed
back to their demonic overlords and are thus of the leanhaum-shee’s seductive grasp is
useful spies. to find a replacement for him, or to kill
Attributes: Agility d10, Smarts d10, Spirit d6, the foul fey.
Strength d6, Vigor d6 • Life Drain: Each week a slave remains
Skills: Fighting d6, Notice d10, Spellcasting enthralled, regardless of the distance
d8, Stealth d8 between mistress and slave, he must
Pace: 4; Parry: 5; Toughness: 3 make a Spirit roll or lose one die from
Edges: Arcane Resistance his Vigor. When his Vigor drops below a
Special Abilities: d4, he dies. One die of Vigor is
• Claws: Str+d4.

206
recovered each week if the leanhaum- immediately aware of it. Once the
shee’s hold over the slave is broken. phylactery is destroyed, a lich can be
killed permanently; if the phylactery is
destroyed while the lich is regenerating,
Lich (Wild Card) the result is the same.
Perhaps the most diabolical creature in the • Spells: Liches have 50 Power Points and
world is the lich—a necromancer so know most every spell available except
consumed with the black arts that he for those relating to healing or light.
eventually becomes undead himself. The • Undead: +2 Toughness; +2 to recover
statistics here are a very basic starting point from being Shaken; immune to poison
for a lich; any lich to appear in a campaign and disease; Called Shots do no extra
should be a fleshed-out character with his damage; ignores 1 point of Wound
own goals and motivations, altering the penalties.
statistics here as necessary. • Zombie: Liches are necromancers first
Attributes: Agility d6, Smarts d12+2, Spirit and foremost. The undead they raise
d10, Strength d10, Vigor d10 through the zombie spell are permanent,
Skills: Academics d10, Common Knowledge so they are usually surrounded by 4d10
d10, Fighting d8, Intimidation d10, Notice skeletons or zombies as they choose.
d10, Occult d12, Research d10, Spellcasting Some liches have built up entire armies
d12, Stealth d8 of the undead at their disposal.
Pace: 6; Parry: 6; Toughness: 9
Hindrances: Arrogant
Edges: Arcane Background (Magic), Arcane Lycanthrope
Resistance, Artificer, Channeling, Men and women infected with a terrible
Concentration, Necromancer, Rapid disease that causes them to transform into
Recharge (Imp), Wizard hideous beasts, lycanthropes are all too
Gear: Various magical devices common in the world of Ravenloft. They are
Special Abilities: generally divided into two categories: true
• Darkvision: A lich’s hollow eye sockets lycanthropes, who are born with the ability to
can see perfectly even in Pitch Darkness. change shape and are generally irredeemable;
They ignore penalties for poor lighting. and cursed (or infected) lycanthropes, who
• Death Touch: Liches drain the lives of had the disease passed onto them by another
those around them with a touch. Instead lycanthrope, and who have the slim hope of
of a normal attack, a lich may make a being cured of their affliction.
touch attack (+2 Fighting). Every raise on Many different kinds of animals have
its Fighting roll automatically inflicts one lycanthropic analogues, but the most
Wound to its target. common are werewolves and wererats.
• Phylactery: The process of becoming a Werewolves are deadly wilderness predators,
lich involves the creation of a magical sometimes encountered in packs of true
soul jar called a phylactery. This object lycanthropes but more commonly met as
can take nearly any form, but they are lone infected souls, killing on the nights of
usually small, portable and finely crafted. the full moon. Wererats are almost never
If a lich is destroyed, his essence returns found alone, and they plague many large
to his phylactery, where it rests and cities. Weresharks are also common in
regenerates for 1d6 days. After this coastal regions.
amount of time, the lich possesses a
corpse or manifests a new body, fully
healed and ready to exact vengeance. If a
lich’s phylactery is destroyed, he is

207
Wererat • Fear (–1): Anyone who sees the brutal
Wererats are the least powerful but most attack of a wereshark must make a Fear
clever of the lycanthropes, and are the most check.
likely to ally themselves with more powerful • Feeding Frenzy: The smell of blood can
creatures of evil. send a wereshark into a mad frenzy.
Attributes: Agility d10, Smarts d8, Spirit d6, Their Berserk Edge is triggered when
Strength d6, Vigor d8 anyone in the scene suffers a Wound, not
Skills: Athletics d8, Common Knowledge d8, just themselves.
Intimidation d8, Fighting d8, Notice d8, • Infection: Anyone slain by a wereshark
Taunt d6, Thievery d8 has a 50% chance of rising as a similar
Pace: 6; Parry: 6; Toughness: 6 beast themselves. The character
Hindrances: Greedy (Major) involuntarily transforms every full moon.
Edges: Quick • Infravision: Weresharks can see heat and
Special Abilities: halve penalties for bad lighting when
• Claw/Bite: Str+d4. attacking living targets.
• Fear: Seeing a wererat’s hissing visage is • Invulnerability: Weresharks can only be
worthy of a Fear check. Shaken by weapons that are not silver—
• Infection: Anyone slain by a wererat has a not Wounded.
50% of returning to life as one. The • Size +1: Weresharks stand over seven
character involuntarily transforms every feet tall.
new moon. • Weakness (Silver): Weresharks suffer
• Invulnerability: Wererats can only be normal damage from silver weapons.
Shaken by weapons that are not silver—
not Wounded. Werewolf (Wild Card)
• Low Light Vision: Wererats ignore When a full moon emerges, humans
lighting penalties for Dim and Dark infected with lycanthropy lose control and
Lighting. become snarling creatures bent on murder.
• Weakness (Silver): Wererats suffer Some embrace their cursed state and revel in
normal damage from silver weapons. the destruction they cause.
The creature described below is a werewolf
Wereshark (Wild Card) in his cursed shape, a powerful man-beast
Weresharks are a human-shark mix. Like capable of rending flesh with claws and
all werecreatures, they have a humanoid form unable to reason at more than a basic level.
with bestial features. In this instance, the Attributes: Agility d8, Smarts d6, Spirit d6,
creature has a shark’s head and skin, webbed Strength d12+2, Vigor d10
hands, and a dorsal fin. Skills: Athletics d8, Fighting d12+2,
Attributes: Agility d8, Smarts d6, Spirit d6, Intimidation d10, Notice d12, Stealth d10,
Strength d12+3, Vigor d10 Survival d10
Skills: Athletics d10, Fighting d12, Pace: 8; Parry: 9; Toughness: 7
Intimidation d10, Notice d12, Stealth d8, Special Abilities:
Survival d8 • Claws: Str+d8.
Pace: 6; Parry: 8; Toughness: 8 • Fear (–2): Werewolves chill the blood of
Edges: Berserk all who see them.
Special Abilities: • Infection: Anyone slain by a werewolf has
• Aquatic: Pace 10”. a 50% chance of rising as a werewolf
• Bite: Str+d8. themselves. The character involuntarily
transforms every full moon.

208
• Invulnerability: Werewolves can only be mimic sounds to mislead or terrify
Shaken by weapons that are not silver— others. They often imitate the cries of
not Wounded. recent victims and can echo the
• Infravision: Werewolves can see heat and comments of current prey.
halve penalties for bad lighting when
attacking living targets.
• Weakness (Silver): Werewolves suffer Moros
normal damage from silver weapons. The moroi are fearsome humanoid
predators that feed on the blood of living
creatures. Although sometimes confused with
Marikith undead creatures of the same vile habits,
The marikith are grotesque hive-minded moroi are a living, breathing race that breeds
humanoids, their bodies covered in a and dies like any other. These depraved,
rubbery, glistening black hide. Their bodies haughty creatures regard themselves as a race
have no rigid structures beyond their above humanity—wolves among the sheep.
chitinous fangs and talons; they maintain Moroi resemble humans, and only a
their shape by inflating interlocking bladders careful observer may notice their fangs and
in their bodies with fluid. By compressing claws. They are universally beautiful by
these bladders, a marikith can squeeze its human standards, blessed with slim,
body through tiny gaps, such as barred muscular builds, ivory skin, and an
windows or drainpipes. Their eyes normally undeniable feral grace. Those not aware of
glow a dull red, but they can veil this glow their nature sometimes mistake them for
with a special membrane—revealing vampires, and at least one culture knows
themselves only when striking. them only as “vampyres.”
Attributes: Agility d8, Smarts d4, Spirit d6, Attributes: Agility d8, Smarts d8, Spirit d8,
Strength d8, Vigor d6 Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6, Skills: Athletics d8, Common Knowledge d6,
Performance d8, Stealth d8, Survival d8 Fighting d6, Intimidation d8, Notice d6,
Pace: 8; Parry: 6; Toughness: 6 (1) Performance d8, Persuasion d8, Shooting d6,
Special Abilities: Survival d6
• Armor +1: Rubbery hide. Pace: 6; Parry: 5; Toughness: 6
Edges: Attractive, Level Headed
• Claws: Str+d6.
Special Abilities:
• Compression: A marikith can compress
• Claws/Bite: Str+d4.
its body enough to squeeze through any
• Low Light Vision: Moros eyes are
gap of at least a foot in diameter without
slowing down. It can squeeze through any accustomed to the dark of night. They
ignore attack penalties for Dim and Dark
space down to four inches across at a
lighting.
Pace of 2”.
• Narcotic Saliva: A living humanoid bitten
• Darkvision: Marikith can see even in
by a moros for at least a Shaken result
Pitch Darkness. They ignore penalties for
must attempt a Spirit roll. If the victim
poor lighting.
fails this roll, he gains the Loyal
• Fearless: Marikith are immune to Fear
Hindrance with regards to the moros.
and Intimidation.
• Light Sensitive: Marikith don’t like light.
They are Distracted and Vulnerable in
Nightmare
illumination brighter than Dim light.
The nightmare is a demonic steed
• Voice Mimicry: Although marikith have sometimes used as a mount by fiends, but
no true language of their own, they can sometimes granted to loyal mortals as a gift

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by infernal patrons. Nightmares are jet-black ability to go disguised among humans, the
destriers with red eyes and steaming nostrils. better to wreak havoc.
Their black iron horseshoes strike sparks as • Pounce: If a paka runs at least 4” before
they run and leave behind flaming hoof making a Wild Attack, it adds +4 to its
prints. damage instead of +2.
Attributes: Agility d6, Smarts d6 (A), Spirit
d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6 Rat Swarm
Pace: 10; Parry: 6; Toughness: 10 (3) Rat swarms lurk in sewers or ruined
Edges: Fleet-Footed buildings where they sometimes turn
Special Abilities: aggressive. Wererats frequently command rat
• Kick: Str+d6. swarms to deadly effect.
• Rider Empathy: If the nightmare’s rider is Attributes: Agility d10, Smarts d4 (A), Spirit
a Wild Card, he can spend his Bennies d12, Strength d8, Vigor d10
for the nightmare, such as for rerolls or Skills: Athletics d6, Notice d6
Soak rolls. Pace: 8; Parry: 4; Toughness: 7
• Size +3: Nightmares are larger than Special Abilities:
horses and can weigh up to half a ton. • Bite: A rat swarm inflicts hundreds of tiny
bites to its victim. Anyone within the rat
swarm’s area on its turn automatically
Paka suffers 2d4 damage, applied to the
Beautiful, seductive and deadly, paka are target’s least-armored location.
humanoid felines that nurse an ancient, • Infection: Anyone Shaken or wounded
ancestral grudge against humanity and derive by a rat swarm must make a Vigor roll or
sadistic pleasure from bringing ruin to contract a disease of some sort.
humans. They are wicked and cunning, and • Split: A rat swarm can split into two
often take years to develop their schemes. smaller swarms (Small Burst Template).
Attributes: Agility d10, Smarts d8, Spirit d6, The Toughness of each of these swarms
Strength d6, Vigor d6 is lowered to 5.
Skills: Athletics d6, Fighting d8, Intimidation • Swarm: Parry +2. Cutting and piercing
d6, Persuasion d6, Notice d8, Stealth d8 weapons do no real damage. Area-effect
Pace: 8; Parry: 6; Toughness: 5 weapons work normally, and a character
Edges: Acrobat, Attractive, Dodge, Fleet- can stomp to inflict his damage in
Footed Strength each round. A rat swarm can
Special Abilities: swim, and so is not foiled by jumping into
• Cat Magic: A paka has 10 Power Points water.
can knows the powers beast friend (cats
only) and healing (self only). These
powers use Spirit as the arcane skill. Ravenkin
• Canine Antipathy: Paka don’t get along Although some see ravens as symbols of ill
with dogs of any sort. They suffer a –4 omen, ravenkin are one of the brightest lights
penalty to Persuasion when dealing with for good to be found in Ravenloft.
any canine creatures (including wolves Ravenkin are a black-feathered avian race
and werewolves). that resembles oversized versions of their
• Claws: Str+d4. raven cousins. They have wingspans of up to
• Mask: Paka can choose to look human if five feet and often wear shiny trinkets to
they wish. A paka can change between its identify themselves. True omnivores,
human and paka shapes as a free action ravenkin live on a diet of anything from
once per round. They typically use this carrion to berries. They kill when necessary,

210
but they prefer scavenging corpses to the Skills: Athletics d8, Fighting d8, Intimidation
arduous task of hunting. d10, Notice d8, Stealth d10
Attributes: Agility d8, Smarts d8, Spirit d8, Pace: 6; Parry: 6; Toughness: 7 (1)
Strength d4, Vigor d6 Special Abilities:
Skills: Academics d6, Common Knowledge • Armor +1: Scaly hide.
d8, Fighting d4, Notice d8, Occult d8, • Aquatic: Pace 10”.
Persuasion d6, Research d6, Spellcasting d6, • Claws: Str+d6.
Survival d6 • Dehydration: Reavers must immerse
Pace: 4; Parry: 4; Toughness: 4 themselves in water at least one hour out
Edges: Arcane Background (Magic) of every 12. Those who do not
Special Abilities: automatically gain a Fatigue level each
• Claw/Peck: Str+d4. day until they are Incapacitated. The day
• Flight: Ravenkin have a flying Pace of 8”. after becoming Incapacitated, they perish.
• Raven Link: Ravenkin can communicate Few reavers remains out of water long
with normal ravens at will, and normal enough to suffer in this manner, however.
ravens will obey ravenkin without
question. A ravenkin can cast spells
through any normal raven within a range Red Widow
of Spirit as though the raven were the The red widow, or “spider queen,” preys
originator of the power. upon unsuspecting males, using its seductive
• Size –1: Ravenkin are smaller than human form to lure prey into its clutches. In
humans but somewhat larger than true human form, the red widow appears as a
ravens. This subtracts 1 from their beautiful red-haired woman. Though a red
Toughness. widow’s lifespan is barely three decades, her
• Spells: Ravenkin are innate spellcasters, human form always appears to be in the
and every member of the race has some prime of life. In their natural form, red
ability with magic. A ravenkin knows two widows are man-sized red spiders with a large
powers from the magic list and has 10 black hourglass on their abdomens.
Power Points. The red widow’s life is consumed by its
need to feed and breed, but occasionally they
have been known to rise above their instincts,
Reaver becoming truly ambitious predators who seek
Reavers are an evil aquatic race that to better their social standing or extend their
terrorizes those who live on the shores of the lifespan.
Sea of Sorrows. Those who know the sea Attributes: Agility d10, Smarts d6, Spirit d6,
know to fear the reavers and the bloodshed Strength d8, Vigor d6
they bring. A reaver attack is a chaotic and Skills: Athletics d10, Fighting d8,
merciless even that leaves rare survivors Intimidation d8, Notice d8, Persuasion d10,
seeking occupations far inland. Shooting d8, Stealth d10
These tall humanoid creatures have sharp Pace: 8; Parry: 6; Toughness: 5
scales covering their body and webbing Special Abilities:
between their claws and toes. Their faces are • Bite: Str+d4.
fishlike, with bulbous eyes and wide mouths • Human Form: A red widow can assume
filled with rows of sharp teeth. Their scales the shape of a beautiful red-haired
range in color from dark green to mottled human woman in the prime of her life. In
brown to dull black. this shape, the red widow loses her bite,
Attributes: Agility d8, Smarts d6, Spirit d6, poison, wall walker, and webbing abilities,
Strength d10, Vigor d8 but gains the Very Attractive Edge. Her
Pace drops to 6” in this form as well.

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• Poison (–4): The bite of the red widow in • Vengeful: Revenants add +2 on all Trait
her natural form inflicts a Vigor roll at –4 and damage rolls against the subject of
to avoid Paralysis poison. their vengeance.
• Wall Walker: A red widow in her natural
form can climb on vertical surface at Pace
8”. Scarecrow
• Webbing: Red widows can cast webs This is a special kind of golem crafted to
from their thorax that are the size of look like a normal scarecrow. As well as
Small Burst Templates. This is a scaring off birds and natural predators such
Shooting roll with a range of 6”. A hit as wolves, they can bolster a village’s militia in
means the victim is Entangled, or Bound times of invasion. These magical scarecrows
with a raise. have a tendency to go out of control,
however, and can easily become a small
town’s worst nightmare.
Revenant (Wild Card) Attributes: Agility d10, Smarts d6, Spirit d6,
A revenant is one of the undead who Strength d8, Vigor d8
returns from the grave for a specific purpose. Skills: Athletics d6, Fighting d8, Intimidation
This might be to right a wrong done to them d6, Notice d8, Stealth d8
in life, to avenge their own murder, to Pace: 6; Parry: 6; Toughness: 6
recover items stolen from their grave, or to Edges: Arcane Resistance
stop someone from harming a loved one they Gear: Pitchfork (Str+d6, Reach 1, two hands)
left behind. or scythe (Str+d10, –1 Parry, two hands)
Revenants understand the languages they Special Abilities:
knew in life, but they do not speak very • Construct: +2 to recover from being
often—nor do they accept apologies or Shaken; ignores 1 point of Wound
bargains. They seek only bloody revenge on penalties; immune to poison and disease.
those who have wronged them. • Fearless: Scarecrows are immune to Fear
Attributes: Agility d6, Smarts d6, Spirit d8, and Intimidation.
Strength d10, Vigor d8 • Weakness (Fire): Scarecrows take +4
Skills: Athletics d8, Common Knowledge d6, damage from fire and count as being
Fighting d8, Intimidation d8, Notice d6 highly flammable for purposes of
Pace: 6; Parry: 6; Toughness: 8 catching fire (SWADE 127).
Hindrances: Driven (Major: take revenge for
own death)
Special Abilities: Seducer (Wild Card)
• Fearless: Revenants are immune to Fear Known to scholars as the succubus or
and Intimidation incubus, a seducer is a type of demonic entity
• Invulnerability: A revenant can be slain that feeds on the lust and life force of
by weapons normally, but it returns to mortals. Succubi and incubi resemble
“life” 1d4 days later. A revenant can only beautiful females and males respectively.
truly rest if its thirst for vengeance is This form is illusory, however, and in their
sated, or if banish is cast on its body while natural form they are winged demons with
Incapacitated. grotesque faces, leathery skin, and long claws.
• Undead: +2 Toughness; +2 to recover They use their illusory looks to lure
from being Shaken; no additional unsuspecting victims into their deadly
damage from Called Shots; ignores 1 embrace.
point of Wound penalties; immune to Attributes: Agility d8, Smarts d8, Spirit d10,
poison and disease. Strength d10, Vigor d8

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Skills: Athletics d8, Fighting d8, Notice d6, sizes. They are all magical beings and
Performance d10, Persuasion d12, Taunt proficient shapechangers, however.
d10 Known breeds of shadow fey include the
Pace: 6; Parry: 6; Toughness: 6 tiny and mischievous alven, the short but
Edges: Very Attractive powerful brag, the cunning fir, the graceful
Special Abilities: but aggressive muryan, the small and somber
• Claws: Str+d6. portune, the murderous powrie, the artistic
• Demon: +2 to recover from being and noble sidhe, the sinister sith, and the
Shaken; immune to poison and disease; feral teg. A few of them are described here.
half damage from non-magical attacks
except for cold iron. Powrie
• Life Drain: These foul creatures have The powrie are tiny, cruel fey who delight
more than one way to kill. If a seducer in assassination and espionage at the behest
kisses a victim, they must succeed on a of their larger cousins. Sometimes called
Spirit roll opposed or suffer a level of “redcaps” for their bloody ways, their delight
Fatigue. This ability is typically used on in sadism has given them great prominence
unresisting targets, but it can also be used in the Unseelie Courts.
as a touch attack (+2 Fighting) against a Powries have the most menacing
grappled foe. appearance among the shadow fey, with
• Lure: Sometimes good looks isn’t enough small, warped bodies, wiry beards, mouths
to lure prey to their doom. These full of fangs, snake-like eyes, and large, wasp-
demons can use the puppet power with like wings. They have an appearance that
Spirit as their arcane skill. They have 20 might best be described as gnarled and fierce.
Power Points for this purpose. Attributes: Agility d10, Smarts d6, Spirit d6,
• Weakness (Cold Iron): Demons take Strength d4, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d8,
normal damage from cold iron weapons.
Stealth d12, Taunt d8
Pace: 4; Parry: 6; Toughness: 3
Hindrances: Bloodthirsty, Mean, Ugly
Shadow Fey (Major)
The shadow fey (sometimes called the
Edges: Arcane Resistance, Dodge, Quick
Arak) are a race of related faerie folk who Gear: Faerie dagger (Str+d4)
dwell in a dark nether realm called the
Special Abilities:
Shadow Rift. It is widely believed that the
• Alternate Form: As an action, a powrie
elves, dwarves, and gnomes are exiles from
this race, three breeds of faerie folk who can transform into a large wasp or other
stinging insect. In this shape, they cannot
chose the touch of the sun and mortality
rather than eternal life in the darkness. use weapons or their shriek ability, but
they gain an innate sting attack (Str+d4)
Neither group will confirm or deny the truth
that inflicts their poison without requiring
of these rumors, but the strong resemblance
an action. They can also fly in this form
of shadow fey to the “mortal” faerie races
at Pace 8”.
would seem to be proof of its own.
For their own part, the shadow fey say that • Darkvision: Powrie ignore attack
their race was once enslaved by a powerful penalties for poor lighting, including
entity called Gwydion, but that they were Pitch Darkness.
freed from bondage by the mightiest hero of • Invulnerability: Shadow fey can only be
their race, Arak the Erlking. While the Shaken by weapons that are not magical
shadow fey consider themselves to be one or made of cold iron, not wounded.
race, they come in many shapes, forms, and Powries suffer no damage from steel

213
weapons or electricity, even if the attack is Persuasion d10, Riding d6, Shooting d8,
magical in nature. Spellcasting d8
• Poison: A powrie can spit poison onto its Pace: 6; Parry: 5; Toughness: 8 (3)
blade as an action. Any creature that Hindrances: Cautious
takes at least a Shaken result from a Edges: Very Attractive
poisoned blade must attempt a Vigor roll Gear: Enchanted hunting bow (Range
or be struck blind. Anyone struck blind 12/24/48, 2d6, AP 1), enchanted clothes (+3)
by this poison receives a new Vigor roll Special Abilities:
each day to overcome the effect. A • Alternate Form: As an action, a sidhe can
poisoned blade only remains poisoned transform into a swan, nightingale, or
for one attack, whether it deals damage or other graceful bird. In this shape, the
not. sidhe cannot use gear or magic and loses
• Shriek: As an action, a powrie can access to their Armor bonus, but they
unleash a terrible scream. All non-fey gain Flight at Pace 10”.
within a Medium Burst Template
centered on the powrie must attempt a
Vigor roll or be struck deaf. Anyone
struck deaf by this effect receives a new
Vigor roll each day to overcome the
effect.
• Size –2 (Small): Powries stand only a little
more than a foot tall.
• Weakness (Sunlight): Each round a
powrie is exposed to direct sunlight, he
suffers 2d10 points of damage. Even
indirect exposure to sunlight causes the
powrie to suffer 1d10 points of damage
per round. A shadow fey exposed to
sunlight suffers a level of Fatigue,
regardless of whether or not he suffers
wounds from the damage.

Sidhe (Wild Card)


The sidhe are tall, pale, and beautiful,
looking very much like white-skinned elves.
They tend to have light-colored hair and
amber eyes. The sidhe are the most artistic of
the shadow fey, acting as patrons of the arts
for other faeries and occasionally for humans
as well.
Sidhe never seem to lose their tempers,
maintaining a calm appearance and speaking
in measured tones at all times. Most sidhe
consider themselves part of the Seelie
Courts.
Attributes: Agility d8, Smarts d8, Spirit d10,
Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation
d6, Notice d8, Occult d8, Performance d8,

214
• Charming Kiss: A sidhe can use the Skills: Athletics d6, Fighting d6, Intimidation
puppet power on a mortal by kissing d10, Notice d8, Occult d8, Performance d8,
them, using Spirit as their arcane skill. Persuasion d6, Spellcasting d8, Stealth d10
This can be done to an unresisting target, Pace: 6; Parry: 5 (6 with rapier); Toughness:
or to a grappled foe as a touch attack (+2 8 (3)
Fighting). This costs no Power Points, but Hindrances: Ruthless (Major)
a failed roll renders the target immune to Edges: Attractive, Quick
this ability for a year and a day. Gear: Enchanted rapier (Str+d4, +1 Parry,
• Cursed Arrows: A mortal who is dealt at AP 1), enchanted clothing (+3)
least a Shaken result by an arrow from a Special Abilities:
sidhe’s bow loses a Benny. A target with • Darkvision: Sith ignore attack penalties
no Bennies remaining suffers a level of for poor lighting, including Pitch
Fatigue. Darkness.
• Darkvision: Sidhe ignore attack penalties • Fear: A sith can inspire terror in mortals
for poor lighting, including Pitch with his furious visage.
Darkness. • Invulnerability: Shadow fey can only be
• Invulnerability: Shadow fey can only be Shaken by weapons that are not magical
Shaken by weapons that are not magical or made of cold iron, not wounded. Sith
or made of cold iron, not Wounded. suffer no damage from fire or steel
Sidhe suffer no damage from weapons weapons, even if magical in nature.
made of stone or glass, even if they are • Shadow Form: As an action, a sith can
magical. turn into a living shadow, able to pass
• Sorcery: All sidhe are talented magic- through any gap and fly at a Pace of 6”.
users. A typical sidhe has 20 Power They cannot attack or use magic in this
Points and knows the following powers: form, but they are invulnerable to all
deflection, invisibility, light/darkness, and physical weapons, even magical ones.
speak language. They can still suffer harm from direct
• Weakness (Sunlight): Each round a sidhe magical attack, however.
is exposed to direct sunlight, he suffers • Sorcery: Sith are talented sorcerers,
2d10 points of damage. Even indirect specializing in black magic of various
exposure to sunlight causes the sidhe to sorts. A typical sith has 20 Power Points
suffer 1d10 points of damage per round. and knows the following powers: bolt,
A shadow fey exposed to sunlight suffers dispel, entangle, light/darkness,
a level of Fatigue, regardless of whether sloth/speed, and zombie.
or not he suffers wounds from the • Weakness (Sunlight): Each round a sith is
damage. exposed to direct sunlight, he suffers
2d10 points of damage. Even indirect
Sith (Wild Card) exposure to sunlight causes the sith to
The sith are the tallest of the shadow fey, suffer 1d10 points of damage per round.
standing nearly seven feet tell; they are gaunt A shadow fey exposed to sunlight suffers
and pale, with stark white hair and black eyes. a level of Fatigue, regardless of whether
They prefer dark, somber clothing and have or not he suffers wounds from the
a fascination with death and cruelty. A sith damage.
never raises his voice, and they generally talk
only in soft, sonorous whispers. Teg
Attributes: Agility d8, Smarts d10, Spirit d8, The teg are a feral race of shadow fey who
Strength d6, Vigor d6 enjoy an affinity with the beasts of the wild.
Though cunning and far from stupid, the teg
are asocial in that they prefer animals to

215
people. Teg are shorter than humans with a Attributes: Agility d8, Smarts d8 (A), Spirit
stout, muscular build. They have long, d10, Strength d12+2, Vigor d10
pointed ears and wide faces with fox-like Skills: Athletics d8, Fighting d6, Intimidation
features. Their hands are tipped in short d10, Notice d8, Stealth d8
claws and their trickster’s grin reveals a Pace: 10; Parry: 5; Toughness: 9
mouth full of fangs. Most tegs have reddish Edges: Fleet-Footed
hair and long sideburns. Special Abilities:
Attributes: Agility d8, Smarts d6, Spirit d8, • Fear (–2): A shadow unicorn’s
Strength d8, Vigor d8 appearance is unnatural and repulsive—
Skills: Athletics d8, Fighting d8, Notice d8, those who see it must attempt a Fear
Stealth d8, Survival d8, Taunt d6 check at a –2 penalty.
Pace: 6; Parry: 6; Toughness: 6 • Flaming Horn: A shadow unicorn can
Edges: Humiliate, Work the Room cause his horn to burst into black flame
Special Abilities: as a free action, searing and scorching
• Alternate Form: As an action, a teg can gored foes. While this ability is active, the
transform into a fox. In this shape, the teg creature’s gore attack inflicts +2 damage
is Size –2 and Toughness 4, but increases and a gored target risks catching fire
Pace to 8” and becomes Small. (SWADE 127).
• Claws: Str+d4. • Gore or Kick: Str+d6.
• Darkvision: Tegs ignore attack penalties • Shadow Merge: Shadow unicorns can
for poor lighting, including Pitch meld with the shadows, becoming nearly
Darkness. invisible. They double the bonuses to
• Invulnerability: Shadow fey can only be Stealth for shadowy conditions.
Shaken by weapons that are not magical • Size +2: Shadow unicorns are somewhat
or made of cold iron, not Wounded. larger and bulkier than horses.
Tegs suffer no damage from cold-based
attacks or wooden weapons, even if
magical in nature. Skeleton
• Weakness (Sunlight): Each round a teg is The skin has already rotted from these
exposed to direct sunlight, he suffers risen dead, leaving them slightly quicker than
2d10 points of damage. Even indirect their flesh-laden zombie counterparts. They
exposure to sunlight causes the teg to are often found swarming in vile necromantic
suffer 1d10 points of damage per round. legions.
A shadow fey exposed to sunlight suffers Attributes: Agility d8, Smarts d4, Spirit d4,
a level of Fatigue, regardless of whether Strength d6, Vigor d6
or not he suffers wounds from the Skills: Athletics d6, Fighting d6, Intimidation
damage. d6, Notice d4, Shooting d6
Pace: 7; Parry: 5; Toughness: 7
Gear: Varies
Shadow Unicorn (Wild Card) Special Abilities:
The evil spawn of a nightmare and a • Bony Claws: Str+d4.
corrupted unicorn, shadow unicorns stalk the • Fearless: Skeletons are immune to fear
wilds of forested domains, glorying in the and Intimidation.
pain and terror they inflict on their victims. • Undead: +2 Toughness; +2 to recover
Although omnivorous, shadow unicorns from being Shaken; immune to poison
prefer to feed on sentient plants and any and disease; Called Shots do no extra
other creature capable of suffering. Mating damage; ignores 1 point of Wound
rarely and violently, shadow unicorns are penalties.
never seen in herds.

216
Variant Skeletons
There are numerous variations on the
common skeleton. The ones listed below use
the skeleton creature above for their base
abilities, but add the listed special abilities.

Bloody Bones
A gore-spattered skeleton that constantly
weeps sticky blood. This horror carries a
wretched disease that poisons the blood of
those nearby.
• Fear: Those seeing a bloody bones must
roll a Fear check.
• Poisoned Blood: When a bloody bones
is Shaken or Wounded, all adjacent
creatures are splattered with blood and
must attempt a Vigor roll; a failed roll
renders a creature Distracted. A creature
that is Shaken or Wounded from the
creature’s claws must make a Vigor roll
or become diseased (chronic). A creature
that dies while suffering this disease rises
again as a new bloody bones.

Giant Skeleton Troll (Wild Card)


Made from ogres, or just from multiple Sometimes called “dread trolls” to
distinguish them from the far rarer green-
human skeletons, these enormous undead
stand roughly ten feet tall. The process of skinned and slow-witted variety, trolls are
large, grey-skinned humanoids of great
animating them causes an enormous fire to
rage inside their ribcages. A giant skeleton cunning and sadistic bent. Tall and powerful,
trolls hunch over such that their long arms
can reach into its own ribcage, pull out a
drag the ground; tusks jut from their mouths,
piece of this flame, and throw it away, causing
and when they have hair at all, it is wiry and
an explosion.
greasy. These twisted creatures lurk in the
• Fireball: The giant skeleton has 10 Power
shadows of houses, bridges, and anywhere
Points, with which it can use the blast
else people walk alone. The only thing they
power (fire Trapping only), using
enjoy more than the taste of innocent flesh is
Shooting as its arcane skill.
corrupting innocents into becoming agents of
• Size +2: Giant skeletons are ten feet or evil.
more tall. A giant skeleton has a Trolls often sneak into children’s
Toughness of 9. bedrooms or lurk in deserted places waiting
for victims. Though sometimes content to
merely kill and eat its prey, it prefers to instill
fear first, allowing its prey to bargain with it. It
offers to let the victim go if they promise to
bring the troll an even more innocent victim—
trolls love nothing more than to have a
frightened child drag a younger sibling into its

217
lair, kicking and crying. They also enjoy wish. The statistics below are for a vampire
playing mind games with adults, playing off somewhat below the legendary Count Strahd,
their passions and weaknesses with uncanny but far above those bloodsuckers fresh from
insight. the grave. The abilities listed below are
Attributes: Agility d8, Smarts d8, Spirit d8, standard—the GM may want to add other
Strength d12+2, Vigor d10 Edges as befits the vampire’s previous
Skills: Athletics d6, Fighting d8, Intimidation lifestyle.
d10, Notice d6, Stealth d8, Taunt d8 Attributes: Agility d8, Smarts d10, Spirit d10,
Pace: 6; Parry: 6; Toughness: 10 (1) Strength d12+3, Vigor d12
Hindrances: Mean, Ugly (Major) Skills: Athletics d8, Fighting d10,
Edges: Alertness, Humiliate, Menacing, Intimidation d12, Notice d8, Shooting d8
Strong Willed Pace: 6; Parry: 7; Toughness: 10
Special Abilities: Edges: Frenzy (Imp), Level Headed
• Armor +1: Tough hide. Special Abilities:
• Claw: Str+d4. • Change Form: As an action, a vampire
• Fast Regeneration: Trolls make a natural can change into a wolf, a bat, or a cloud
healing roll every round unless their of mist with a Smarts roll at –2. Changing
Wounds were caused by fire. An back into humanoid form requires no
Incapacitated troll returns to action if it roll, just an action.
heals itself.
• Rend: When a troll uses the Crush
option on a grappled foe, it inflicts claw
damage.
• Size +2: Trolls normally stand about nine
feet tall, massively built.

Vampire
Vampires are among the most feared—and
sadly, the most common—of the undead
abominations that plague the world of
Ravenloft.
Vampires are typically created when an
existing vampire drains all the blood from a
mortal and then feeds that mortal some of
their own blood. Some vampires can create
more of their kind simply by draining a poor,
luckless fool to death, even without an
exchange of blood. A vampire must drink
blood to survive and most prefer human
blood, though some can survive on animal
blood. Vampires are invulnerable to most
attempts to kill them, though they can be
destroyed by fire, the sun, or a simple
wooden stake through the heart.

Vampire, Ancient (Wild Card)


Blood-drinkers of lore are more common
in the world of Ravenloft than mortals would

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• Charm: Vampires can use the puppet • Weakness (Invitation Only): Vampires
power on anyone who finds them cannot enter a private dwelling without
attractive using Smarts as their arcane being invited. They may enter public
skill. They can cast and maintain the domains as they please.
power indefinitely, but may only affect • Weakness (Stake Through the Heart): A
one target at a time. A failure renders the vampire hit with a Called Shot to the
target immune to the power until the next heart (–4) must make a Vigor roll versus
sundown. the damage total. If successful, it takes
• Children of the Night: Ancient vampires damage normally. If it fails, it
have the ability to summon and control disintegrates to dust.
wolves or rats. This requires an action • Weakness (Sunlight): Vampires catch fire
and a Smarts roll at –2. If successful, 1d6 if any part of their skin is exposed to
wolves or 1d6 swarms of rats come from direct sunlight. After that they suffer 2d10
the surrounding wilds in 1d6+2 rounds. damage per round until they are dust.
• Claws: Str+d4. Armor grants no protection.
• Invulnerability: Vampires can only be
harmed by their Weaknesses. They may Vampire, Young
be Shaken by other attacks, but never Blood-drinking fiends are far too common
Wounded. for the tastes of most adventurers. This is a
• Sire: Anyone slain by an ancient relatively young vampire minion.
vampire’s bite has a 50% chance of rising Attributes: Agility d8, Smarts d8, Spirit d8,
as a vampire themselves in 1d4 days. The Strength d12+1, Vigor d10
vampire can adjust this chance if he Skills: Athletics d6, Fighting d8, Intimidation
wishes (and has time to do so)—either by d8, Notice d6, Shooting d6
rending the body so thoroughly that there Pace: 6; Parry: 6; Toughness: 9
is no chance of turning the victim, or by Edges: Frenzy, Level Headed
slowly draining the victim’s life over Special Abilities:
several nights, thus guaranteeing a convert • Claws: Str+d4.
to the legions of the damned. • Invulnerability: Vampires can only be
• Undead: +2 Toughness; +2 to recover harmed by their Weaknesses. They may
from being Shaken; immune to poison be Shaken by other attacks, but never
and disease; no additional damage from wounded.
Called Shots (except the heart—see • Sire: Anyone slain by a young vampire’s
below); ignores 1 point of Wound bite has a 50% chance of rising as a
penalties. vampire themselves in 1d4 days.
• Weakness (Fire): Vampires take normal • Undead: +2 Toughness; +2 to recover
damage from fire. from being Shaken; immune to poison
• Weakness (Holy Symbol): A character and disease; no additional damage from
with a holy symbol may keep a vampire at Called Shots (except the heart—see
bay by displaying a holy symbol. A below); ignores 1 point of Wound
vampire who wants to directly attack the penalties.
victim must beat her in an opposed test • Weakness (Fire): Vampires take normal
of Spirit. damage from fire.
• Weakness (Holy Water): A vampire • Weakness (Holy Symbol): A character
sprinkled with holy water is Fatigued. If with a holy symbol may keep a vampire at
immersed, he combusts as if it were bay by displaying a holy symbol. A
direct sunlight (see below). vampire who wants to directly attack the

219
victim must beat her in an opposed test immediately loses a Benny; a victim with
of Spirit. no Bennies left instead suffers Bumps
• Weakness (Holy Water): A vampire and Bruises. An extra who is the target of
sprinkled with holy water is Fatigued. If this ability must make a Spirit roll or
immersed, he combusts as if it were suffer a terrible accident within the next
direct sunlight (see below). 24 hours that usually results in death.
• Weakness (Invitation Only): Vampires • Tongue: Str+d4, Reach 2.
cannot enter a private dwelling without • Weakness (Dawn): An aswang
being invited. They may enter public automatically returns to its human form
domains as they please. the moment the sun breaks the horizon.
• Weakness (Stake Through the Heart): A • Weakness (Garlic): An aswang must
vampire hit with a Called Shot to the make a Spirit roll to attack anyone
heart (–4) must make a Vigor roll versus carrying garlic.
the damage total. If successful, it takes
damage normally. If it fails, it Jiangshi
disintegrates to dust. The jiangshi, or “hopping vampire” is a
• Weakness (Sunlight): Vampires catch fire hideous beast from an exotic foreign land. Its
if any part of their skin is exposed to skin is light green, its mouth is full of sharp
direct sunlight. After that they suffer 2d10 teeth, and its nails have hardened into sharp
damage per round until they are dust. claws.
Armor grants no protection. Jiangshi are called hopping vampires
because rigor mortis has stiffened their limbs,
Aswang (Wild Card) making it virtually impossible for them to
This bizarre variant of the vampire assumes walk normally; instead, they “hop” from
the form of a normal human being by day— place to place. Even their arms are locked in
even being capable of marrying and having the rigor of death, being fully extended and
children. By night, however, it becomes a only able to bend slightly.
bloodsucking fiend. The creature takes on a Attributes: Agility d8, Smarts d4, Spirit d6,
hideous mien, including a long, hollow Strength d12, Vigor d10
tongue that it can use to siphon blood or Skills: Athletics d10, Fighting d8, Notice d8,
drink shadows. Stealth d10
In its human form, the aswang has average Pace: 4; Parry: 6; Toughness: 9
statistics and no special skills or abilities other Special Abilities:
than being Very Attractive. The stats below • Bite/Claws: Str+d6.
are for its vampiric form. • Breath Sense: Hopping vampires cannot
Attributes: Agility d8, Smarts d6, Spirit d10, see using their dead eyes, but instead
Strength d12+2, Vigor d10 sense the breath of the living. While a
Skills: Athletics d10, Fighting d10, character holds his breath, a hopping
Intimidation d10, Notice d8, Stealth d10 vampire cannot detect him at all,
Pace: 6; Parry: 7; Toughness: 7 suffering a –6 penalty on any action
Special Abilities: targeting the character. A creature must
• Blood Drain: As an action, an aswang can make a Vigor roll on its turn to hold its
make a touch attack (+2 Fighting) on a breath, with a penalty equal to the
grappled foe. The victim must make a number of consecutive rounds it has
Vigor roll or suffer a level of Fatigue. already held its breath.
• Shadow Lick: A person whose shadow is • Jump: A jiangshi can hop half its Pace
licked by an aswang is cursed. The vertically in addition to its normal
aswang must make a touch attack (+2 horizontal jumping distance.
Fighting). On a success, the character

220
• Sire: Each time a victim suffers a Wound • Attach: With a raise on its Fighting roll,
from a jiangshi’s bite, he must make a the vargouille has attached itself to the
Vigor roll or suffer the jiangshi curse. target’s head, automatically grappling the
Those under the curse transform into a foe. The victim is Entangled. Anyone
jiangshi themselves in 1d4 days. A victim attacking a vargouille while it is attached
of a hopping vampire bite who survives hits the vargouille’s victim instead with a
the attack isn’t necessarily doomed. A roll of 1 on the skill die (regardless of the
traditional cure can be created by a healer Wild Die).
familiar with the creature. This requires a • Bite: Str+d4.
Healing roll at –4. • Fear: Anyone seeing the creature must
• Slow: Jiangshi roll a d4 for their running make a Fear check.
die instead of a d6. Running counts as an • Flight: Flying Pace 10”.
action for a jiangshi. • Infection: Anyone slain by a vargouille
• Undead: +2 Toughness; +2 to recover has a 50% chance to turn into a new
from being Shaken; no additional vargouille after 1d4 days.
damage from Called Shots; immune to • Size –2 (Small): A vargouille is a small
disease and poison; ignores 1 point of target, being little more than a head with
Wound penalties. wings.
• Weakness (Prayer): Prayers written on
rice paper can be attached to a jiangshi to
render it immobile. The attacker must Wendigo (Wild Card)
make a Called Shot to the head to plant Abhorrent as it may be, people sometimes
the parchment. On a success, the resort to cannibalism when lost in the
vampire is paralyzed. A strong wind can wilderness. A few attract the attention of a
easily dislodge the paper. dark spirit that infests them with a dread
• Weakness (Rice): Sticky rice sprinkled hunger, a craving that turns into an addiction
on the floor burns a hopping vampire’s to human flesh.
feet. Each round it stands on the rice, People changed by the wendigo become
even if only for a moment, it suffers 2d4 little more than animals, changing into lean,
damage. predatory beasts. Most are gaunt and pale
with horrible fangs, but some change further
still—growing antlers and other monstrous
Vargouille features as the evil spirit twists their flesh.
Vargouilles are flying heads, giving separate Attributes: Agility d10, Smarts d6, Spirit d8,
awful life by evil magic. Their ears grow to Strength d12+2, Vigor d12
enormous size and begin flapping like wings. Skills: Athletics d10, Fighting d10,
The head then rips itself away from the body Intimidation d12, Notice d10, Stealth d10,
and begins a new life. Survival d10
Some vargouilles are also able to create Pace: 8; Parry: 8; Toughness: 10 (1)
more of their kind by draining a victim to Special Abilities:
death—after a few days, the victim’s head falls • Armor +1: Tough skin.
off and transforms into another vargouille. • Bite/Claws: Str+d6.
Attributes: Agility d10, Smarts d6, Spirit d6, • Fear –2: Anyone encountering a wendigo
Strength d6, Vigor d6 must make a Fear check at –2.
Skills: Athletics d6, Fighting d6, Notice d8,
• Fearless: Wendigos are immune to Fear
Stealth d8
and Intimidation.
Pace: 1; Parry: 5; Toughness: 3
Special Abilities:

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• Immunity (Cold): Wendigos are immune and disease; Called Shots do no extra
to cold environments and cold-based damage; ignores 1 point of Wound
attacks. penalties.
• Night Vision: Wendigos can see normally
in all but complete darkness, which they Barrow Wight (Wild Card)
treat as Dim light. These undead are the corporeal remnants
• Size +1: Wendigos stand taller than a of kings and heroes buried in ages past. Their
human. form is that of a mummified corpse with
• Weakness (Fire): Wendigos suffer +4 tight, leathery skin drawn over wasted
damage from fire-based attacks. muscles, and their eyes burn with a pale, cold
light. Though they can speak, they know only
the ancient tongues that were common in
their lifetimes.
Wight
Barrow wight tombs are notoriously
Wights are restless dead, most often noble
lords whose greed and earthly desires cause brimming with treasure—and they intend to
ensure that their treasure remains untouched
their spirits to remain behind to guard their
for eternity.
treasures.
Attributes: Agility d8, Smarts d8, Spirit d10,
Attributes: Agility d8, Smarts d8, Spirit d10,
Strength d10, Vigor d10
Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d10, Notice Skills: Fighting d8, Intimidation d10, Notice
d6, Stealth d10
d6, Stealth d10
Pace: 6; Parry: 6; Toughness: 9 (1) Pace: 6; Parry: 6; Toughness: 12 (3)
Gear: Bronze breastplate (+3), long sword
Edges: Quick
(Str+d8)
Special Abilities:
Special Abilities:
• Armor +1: Leathery skin.
• Bony Claws: Str+d4.
• Bony Claws: Str+d4.
• Bound: A barrow dweller may not move
• Fear (–1): Anyone who sees a wight must
more than 50” from its burial place.
make a Fear check at –1.
• Fear (–2): Anyone seeing the horror of a
• Fearless: Wights are immune to Fear and
barrow wight must attempt a Fear check
Intimidation.
at –2.
• Grave Touch: A wight’s claws allow them
• Grave Touch: A barrow wight’s claws
to drain the very life from those they
allow them to drain the very life from
harm. A character who is Shaken or
those they harm. A character who is
Wounded by a wight’s claws must make a
Shaken or Wounded by a wight’s claws
Vigor roll. On a failure, the victim suffers
must make a Vigor roll at –2. On a
a level of Fatigue. A character that
failure, the victim suffers a level of
reaches Incapacitated from this effect
Fatigue. A character that reaches
dies in 2d6 rounds, even if the wight does
Incapacitated from this effect dies in 2d6
not finish him off, unless he receives
rounds, even if the wight does not finish
immediate medical attention (the healing
him off, unless he receives immediate
power or a Healing roll).
medical attention (the healing power or a
• Spawn: Any creature slain by a wight’s Healing roll).
claws has a 50% chance of rising again as
• Numbing Touch: Any creature touched
a wight. This occurs a mere 1d6 rounds
by a barrow wight (including being struck
after the victim’s death unless the body is
by its claw attack) must make a Vigor roll
destroyed first, or consecrated by a priest.
or become Vulnerable.
• Undead: +2 Toughness; +2 to recover
• Spawn: Any creature slain by a barrow
from being Shaken; immune to poison
wight’s claws has a 50% chance of rising

222
again as a common wight. This occurs a Will o’ Wisp
mere 1d6 rounds after the victim’s death Also known as marsh phantoms and ghost
unless the body is destroyed first, or lanterns, wisps are malicious spirits
consecrated by a priest. resembling glowing balls of light. They
• Undead: +2 Toughness; +2 to recover captivate victims with their lights, then lead
from being Shaken; no additional them into quicksand or the lairs of dangerous
damage from called shots; immune to beasts. They have no combat capabilities and
disease and poison; ignores 1 point of so try to remain a safe distance from their
Wound penalties. prey.
• Weakness (Sunlight): Barrow wights are Attributes: Agility d10, Smarts d6, Spirit d8,
weakened by the sun. Each round in Strength d4, Vigor d6
sunlight, the creature must make a Vigor Skills: Notice d10, Shooting d6
roll or suffer a level of Fatigue. A barrow Pace: 8; Parry: 2; Toughness: 3
wight Incapacitated by sunlight is Special Abilities:
destroyed at the end of the following • Charm: By swaying from side to side and
round. pulsating, wisps can charm prey into
following them. The will o’ wisp can use
the puppet power to induce people to
follow them, using Spirit as the arcane
skill. A will o’ wisp has 10 Power Points
to use this power.
• Ethereal: Will o’ wisps are immaterial
and can only be harmed by magical
attacks.
• Size –2 (Small): Wisps measure about a
foot in diameter.
• Spark: A wisp’s natural attack is a jolt of
lightning, using Shooting to hit. This
attack has a Range of 12/24/48 and
inflicts 2d6 damage.

Variant Will o’ Wisps


Several creatures similar to the will o’ wisp
exist throughout the world, as well as will o’
wisps that have grown in power over long
years of luring travelers to their deaths.
• Corpse Candle: This sort of extremely
dangerous will o’ wisp is a Wild Card
with the Fear special ability in addition to
their normal powers. Corpse candles are
Size –1 and Toughness 4.
• Rushlight: These floating, flickering balls
of light are actually composed of swamp
fire and trapped souls. They have the
Undead creature ability and inflict fire
damage with their natural attack rather
than lightning. They are Toughness 5.

223
• Will o’ Dawn: This extremely rare variant • Low Light Vision: Wolfwere eyes are
is actually helpful to adventurers, leading accustomed to the dark of night. They
them away from danger or toward hidden ignore attack penalties for Dim and Dark
treasures. Their spark ability inflicts no lighting.
damage and instead causes victims to • Song of Weariness: As an action, a
make a Vigor roll at –2 or be Stunned. wolfwere in human form can sing a
beautiful melody that distracts all listeners
within a Medium Burst Template
Wolfwere (centered on the wolfwere). The wolfwere
Where a werewolf is a human born or makes a Performance roll opposed by a
cursed with the ability to become a wolf or listener’s Spirit. A listener that fails
man-wolf hybrid, a wolfwere is a member of becomes Distracted and Vulnerable.
another race altogether—a species of Successfully resisting this power renders a
shapeshifters whose natural form is that of a creature immune to it until the next
humanoid wolf, but can change into a large dawn.
wolf or a human form at will. Unlike
werewolves, wolfweres carry no disease in
their bite; one is either born a wolfwere, or Zombie
one is not. These walking dead are typical groaning
Wolfweres delight in trickery, deception, fiends looking for fresh meat. While an
and music almost as much as they love to individual zombie might only be worth a Fear
devour human flesh. Wolfweres frequently check if encountered by surprise, a horde of
become enamored of attractive humanoids, them bearing down on a group of heroes
but they have difficulty separating lust and probably warrants one.
hunger in their minds, leading to unfortunate Attributes: Agility d6, Smarts d4, Spirit d4,
ends for their “beloved.” Strength d6, Vigor d6
Attributes: Agility d6, Smarts d6, Spirit d8, Skills: Athletics d4, Fighting d6, Intimidation
Strength d8, Vigor d8 d6, Notice d4, Shooting d6
Skills: Athletics d8, Fighting d8, Intimidation Pace: 4; Parry: 5; Toughness: 7
d8, Notice d6, Performance d10, Persuasion Special Abilities:
d8, Shooting d6, Stealth d6, Taunt d8 • Claw: Str.
Pace: 8; Parry: 6; Toughness: 6 • Fearless: Zombies are immune to Fear
Edges: Fleet-Footed, Humiliate, Quick and Intimidation.
Special Abilities: • Undead: +2 Toughness; +2 to recover
• Bite: Str+d6. from being Shaken; no additional
• Change Shape: As an action, a wolfwere damage from Called Shots; ignores 1
can assume one of three forms—its point of Wound penalties; immune to
natural form (a bipedal man-wolf), a dire poison and disease.
wolf, or an attractive human of either • Weakness (Head): Called Shots to a
gender. The creature uses the same zombie’s head do the usual +4 damage.
statistics in human or natural form,
though in human form it has the
Variant Zombies
Attractive Edge. As a dire wolf, it uses the The walking dead are downright common
wolf’s Agility, Strength and Vigor, as well in the Land of Mists, and there are many
as its Pace and special abilities. variations on their horrific form. The
• Invulnerability: Wolfweres can only be following are just a few of the better-known
Shaken (not Wounded) by weapons that ones.
are not cold iron or magical.

224
Plague Zombie Zombie Lord (Wild Card)
Most zombies in Ravenloft are magically Not all zombies are mindless. The zombie
reanimated corpses with little will of their lord is an intelligent zombie, capable of
own. A more dangerous variant is the plague creating zombies with a single touch of its
zombie, a virulent monster brought to unlife rotting hands.
by a magical disease. It is capable of Some legends say zombie lords are
spreading its filth through its bite, making it practitioners of dark arts, rewarded with
capable of turning entire towns into charnel unlife by their patrons. Others claim they are
houses in a short amount of time. cursed beings who crossed the path of
• Bite: While the zombie still attacks with ancient gods or foul demonic lords. While
its claws or a slam as a primary attack, it not as powerful as liches, they are capable
can sink its teeth into prey to spread the necromancers.
disease. A creature bitten by a plague Attributes: Agility d8, Smarts d10, Spirit d10,
zombie who is Shaken or Wounded Strength d10, Vigor d8
must make a Vigor roll at –2 or suffer Skills: Athletics d6, Fighting d8, Notice d8,
zombie fever. Occult d8, Spellcasting d10, Stealth d6
• Zombie Fever: This Lethal disease forces Pace: 6; Parry: 6; Toughness: 8
an infected character to make a Vigor roll Edges: Arcane Background (Magic),
once per hour or suffer a Wound. If the Necromancer
character dies, he rises again as a zombie Special Abilities:
1d6 rounds later. • Death Touch: Zombie lords drain the
lives of those around them with a touch.
Instead of a normal attack, a lich may
make a touch attack (+2 Fighting). Every
raise on its Fighting roll automatically
inflicts one Wound to its target.
• Fear: Anyone seeing the creature must
make a Fear check.
• Necromancy: A zombie lord has the
zombie power, two other powers of
choice, and 30 Power Points.
• Sire: A victim Incapacitated by the
zombie lord’s death touch ability dies in
2d6 rounds without medical attention and
has a 50% chance returning to life as a
zombie within 1d4 rounds.
• Stench of Death: Zombie lords reek of
death. All creatures adjacent to a zombie
lord must make a Vigor roll at the start of
their turn or be Distracted.
• Undead: +2 Toughness; +2 to recover
from being Shaken; no additional
damage from Called Shots; ignores 1
point of Wound modifiers; immune to
poison and disease.
• Weakness (Head): Called Shots to a
zombie lord’s head inflict the usual +4
damage.

225
226
Chapter 9:
The Doomed and the Damned

Enemies and Allies darklord mentioned in Ravenloft


Reincarnated is given a full writeup in this
chapter—just enough to whet a GM’s thirst
Some say that man himself is the greatest
for blood.
monster that can be imagined. If so, the
enemies presented in this chapter stand as
proof of that assertion—men and women who
have fallen into darkness so deep that they Mortal Man, Doomed to Die
could chill the blood to simply hear their
deeds. This section is intended to present allies,
At the same time, mortal man is not a slave enemies, and background characters of all
to his nature in the same way that one of the sorts. Their only unifying theme is that they
undead might be, or a cursed lycanthrope, or share a mortal (or formerly mortal) origin.
a beast of the netherworld. Mortals of all They are not undead, shapechangers, or
stripes have the capacity to choose good or constructs, though some of them possess
evil—to rise above their worst impulses or to powers beyond human ken. A few have been
fall to great depths from their own actions. touched by the Dark Powers in one way or
This chapter then is about those who have another but have not finished their journey
chosen evil or good for their own purposes. down the road to perdition.
Herein, a GM will find generic statistics for Whether friend or foe, the characters in
common enemies with mortal origins: this section can all be used to say, “There,
cultists, killers, bandits, and brigands. While but for the grace of god, go I…”
some heroes might feel justified at inflicting
lethal retribution on such foes, taking a
mortal life is always a burden. Indiscriminate Assassin (Wild Card)
killing can come back to haunt a person in How much is a man’s life worth? An
more ways than one. assassin has answered that question, even set
This chapter is also dedicated to potential an amount on the life of another.
allies for heroes—soldiers, watchmen, Whether a lone killer or part of an
detectives, villagers, and innocents. These organization or guild, an assassin is a skilled
folk may not have the training or dedication murderer who lacks scruples when it comes
of a monster hunter, warrior of light, or to getting the job done.
sorcerer, but it is their world too. Attributes: Agility d10, Smarts d6, Spirit d8,
The final section of this chapter is Strength d6, Vigor d6
composed of the luminaries of the Land of Skills: Athletics d8, Fighting d8, Intimidation
Mists—the great champions and worst villains d6, Notice d8, Stealth d8, Shooting d6,
of the setting. Described here are mighty Thievery d8
heroes from many eras of the setting’s history Pace: 6; Parry: 6; Toughness: 6 (1)
as well as a plethora of darklords. Not every Edges: Alertness, Assassin, First Strike, Thief

227
Gear: Leather armor (+1), short sword The bandits presented here are the
(Str+d6), throwing knives (Range 3/6/12, standard ruffian sort, though, out to get what
Str+d4) they can by whatever means necessary.
Special Abilities: Attributes: Agility d6, Smarts d6, Spirit d6,
• Poison: The quickest way to kill someone Strength d6, Vigor d6
is with poison. An assassin’s first attack in Skills: Athletics d6, Fighting d6, Notice d6,
a combat is with a poisoned weapon. The Shooting d6, Stealth d6
typical poison used by an assassin is Fatal Pace: 6; Parry: 5; Toughness: 6 (1)
(–2). Hindrances: Greedy (Minor), Mean
Gear: Leather armor (+1), various weapons
(typically short swords, Str+d6)
Bandit
Bandits are outlaws, earning a living by Bandit Chief (Wild Card)
raiding small settlements or waylaying A bandit who lives long enough to gather a
travelers. Not all bandits are necessarily evil “crew” of his own can be quite a tough
people. Some may have been wrongly customer.
outlawed or forced to flee their homes, while Attributes: Agility d8, Smarts d6, Spirit d8,
others are fighting an unjust system. Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation
d8, Notice d6, Riding d8, Shooting d8,
Stealth d8, Thievery d6
Pace: 6; Parry: 8; Toughness: 8 (2)
Hindrances: Greedy (Major), Mean
Edges: Block, Combat Reflexes, Command
Gear: Chain mail (+2), various weapons
(typically long sword, Str+d8)

Citizen
The broad umbrella of “citizen” covers
everything from common farmers to
moderately skilled craftsmen—essentially, the
sort of people one encounters in civilized
places, without much in the way of ability to
defend themselves from monsters.
These statistics made a good starting point
for various innocent victims that heroes might
try to save from various horrific fates.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6,
Notice d4, Stealth d4
Pace: 6; Parry: 2; Toughness: 5
Gear: Knife (Str+d4) or improvised weapon
(Str+d6, –1 Fighting and Parry)

228
Cultist are also typically fanatically loyal to their
The mortal worshipers of mad gods, master.
demons, and other vile entities are Attributes: Agility d6, Smarts d6, Spirit d8,
sometimes known as a cultists. Many are Strength d10, Vigor d8
stark raving mad, and all are fanatically loyal Skills: Athletics d6, Fighting d8, Intimidation
to their masters—both human and inhuman. d6, Notice d6, Stealth d6, Taunt d6
Attributes: Agility d6, Smarts d4, Spirit d6, Pace: 4; Parry: 6; Toughness: 5
Strength d6, Vigor d6 Hindrances: Slow (Minor), Small, Ugly
Skills: Athletics d6, Fighting d6, Notice d6, (Major)
Occult d6, Stealth d6 Edges: Berserk, Brute
Pace: 6; Parry: 5; Toughness: 5 Special Abilities:
Hindrances: Vow (Major: serve the cult) • Fanatical: The deformed minion’s
Gear: Ceremonial robes, dagger (Str+d4). Berserk Edge is triggered if he witnesses
Special Abilities: his master suffer a Wound.
• Fanatical: If a cultist is adjacent to a cult
leader when the leader is hit by an attack,
the follower may attempt an Athletics Knight (Wild Card)
roll. On a success, the cultist suffers the A knight is no mere soldier, but rather a
attacks instead of the cult leader. heavily armored and highly mobile warrior.
In addition to being a sort of cavalry troop,
Cult Leader (Wild Card) knights are often minor nobility, holding a
At the top of every cult is a “high priest,” fortified manor as their personal fief.
“grand wizard,” or some other such high- Attributes: Agility d8, Smarts d6, Spirit d8,
titled lunatic. Most have supernatural powers, Strength d8, Vigor d8
either granted to them by a vile monster or Skills: Battle d6, Fighting d8, Intimidation d6,
learned the traditional way and then used to Notice d6, Persuasion d6, Riding d8
fool the unsuspecting. A given cult leader Pace: 6; Parry: 10; Toughness: 10 (4)
should have his powers tweaked for Hindrances: Code of Honor, Obligation
appropriate trappings. (Major)
Attributes: Agility d6, Smarts d8, Spirit d10, Edges: Aristocrat, Command, Soldier
Strength d6, Vigor d8 Gear: Plate mail (+4), long sword (Str+d8),
Skills: Athletics d6, Faith d10, Fighting d8, large shield (+3 Parry, –4 Cover), war horse
Notice d8, Occult d8
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Arrogant, Vow (Major: serve a Mad Scientist (Wild Card)
dark god) While arcane scientists and alchemists are
Edges: Arcane Background (Miracles) common in many domains, some have taken
Gear: Ceremonial robes, dagger (Str+d4), it upon themselves to play god, eschewing
followers’ wealth ethics and sanity in favor of results. Most are
Special Abilities: surrounded by minions of various sorts—
• Black Magic: A typical cult leader has 15 many of which are also their creations.
Power Points and knows the following Attributes: Agility d6, Smarts d12, Spirit d10,
powers: bolt, fear, smite, and zombie. Strength d6, Vigor d6
Skills: Academics d8, Common Knowledge
d8, Fighting d6, Intimidation d6, Occult d8,
Deformed Minion Notice d6, Repair d6, Science d10, Stealth
Every mad scientist or cult leader has a d6, Taunt d8, Weird Science d10
trusty sidekick, and for some reason they’re Pace: 6; Parry: 5; Toughness: 5
usually deformed in some way. Such minions

229
Hindrances: Delusional (Major: can create
life), Ruthless (Minor)
Edges: Arcane Background (Weird Science),
Gadgeteer, Scholar (Science)
Special Abilities:
• Weird Science: The typical mad scientist
knows two powers and has 20 Power
Points. The most common powers
known are bolt and protection.

Mage
Mages range from lowly apprentices armed
with a handful of spells to powerful wizards
capable of shaking the foundations of
heaven. Magic use is often looked at askance
in the Land of the Mists, but warlocks and
witches alike can find ways to make
themselves too useful to persecute—or too
feared.

Novice Mage
Attributes: Agility d6, Smarts d10, Spirit d8, Edges: Arcane Background (Magic),
Strength d6, Vigor d6 Channeler, Rapid Recharge, Wizard
Skills: Common Knowledge d6, Fighting d6, Special Abilities:
Intimidation d6, Notice d8, Occult d8, • Spells: Veteran mages have 25 Power
Shooting d6, Spellcasting d8, Stealth d6, Points and typically know many spells,
Taunt d6 including bolt, detect/conceal arcana,
Pace: 6; Parry: 5; Toughness: 5 dispel, fly, light/darkness, and protection.
Hindrances: Driven (Minor: become a great
magus)
Edges: Arcane Background (Magic), Wizard Monster Hunter (Wild Card)
Special Abilities: Many are called, but most die before they
• Spells: A novice mage typically has 15 get a chance to prove themselves. Monster
Power Points and knows bolt, hunters are typically people who have had a
detect/conceal arcana, light/darkness, and terrible encounter with something horrible
protection. and found it within themselves to do
something about it.
Veteran Mage (Wild Card) Attributes: Agility d8, Smarts d6, Spirit d8,
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d8, Vigor d8
Strength d6, Vigor d6 Skills: Athletics d8, Fighting d8, Intimidation
Skills: Common Knowledge d8, Fighting d6, d6, Notice d8, Occult d8, Shooting d6,
Intimidation d8, Notice d8, Occult d10, Stealth d6, Taunt d6, Thievery d6
Persuasion d8, Spellcasting d10, Stealth d6, Pace: 6; Parry: 6; Toughness: 8 (2)
Taunt d8 Hindrances: Heroic, Loyal
Pace: 6; Parry: 5; Toughness: 5 Edges: Arcane Resistance, Brave, Level
Hindrances: Driven (Major: uncover mystic Headed
secrets)

230
Gear: Thick leather armor (+2), long sword This version presents a typical aristocrat or
(Str+d8), crossbow (Range 15/30/60, 2d6, AP person high in government. A few specific
2, Reload 1), various holy symbols Edges or Hindrances can refine them as
needed.
Attributes: Agility d8, Smarts d6, Spirit d8,
Noble Strength d8, Vigor d6
For this section, a “noble” can be a person Skills: Common Knowledge d6, Fighting d6,
of true aristocratic breeding and bearing, or a Intimidation d6, Notice d6, Performance d6,
person who assumes their traditional function Persuasion d8, Riding d6
in a more egalitarian government. It also Pace: 6; Parry: 6; Toughness: 5
includes courtiers (or bureaucrats) and Edges: Aristocrat, Command, Connections
similar people of the “better class.” Gear: Rapier (Str+d4, +1 Parry), flintlock
pistol (Range 5/10/20, 2d6+1, AP 1, Reload
Aristocrat 2)
Some aristocrats are decadent dandies
content with living a life of luxury. Others are Courtier
rich landowners, skilled business people, A courtier is more than a servant. Such folk
military commanders, or advisors to a higher are advisors and often hold positions of
authority. They can be ludicrously wealthy or importance within a court. Most dealings with
stricken with poverty. Not a small number of government will be through a courtier rather
them dabble in forbidden arts. than an aristocrat directly.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Skills: Common Knowledge d10, Fighting
d4, Notice d8, Performance d6, Persuasion
d8, Riding d6
Pace: 6; Parry: 5; Toughness: 5
Edges: Charismatic
Gear: Rapier (Str+d4, +1 Parry)

Priest
Priests are servants of the gods and their
church. While not all clerics of the faith can
use miracles, enough can that it is considered
normal to most religions to have at least one
spellcasting priest in a given church.
Non-mystical priests might use the Courtier
or Soldier statistics, depending on the church
involved.
Attributes: Agility d6, Smarts d8, Spirit d10,
Strength d6, Vigor d6
Skills: Athletics d6, Faith d8, Fighting d6,
Healing d8, Notice d6, Occult d6, Persuasion
d8
Pace: 6; Parry: 7; Toughness: 8 (3)
Hindrances: Vow (Major: serve the faith)
Edges: Arcane Background (Miracles),
Healer

231
Gear: Chain mail (+3), mace (Str+d6), The Supernatural Killer
medium shield (+2 Parry, –2 cover), holy While the statistics here are for a lunatic with a
symbol weapon, the Dark Powers sometimes “improve”
Special Abilities: on such murderers, turning them into real
• Spells: The typical spellcasting priest has monsters.
A given serial killer might possess a single
15 Power Points and knows deflection, supernatural power, perhaps two for especially
healing, and light/darkness. dangerous beings. Listed below are several special
abilities that a serial killer might have.
Invulnerable: A serial killer with this ability who
is slain simply vanishes or lays as if dead for a few
Psychic nights and then begins killing again. Such a killer
Strange powers of the mind sometimes always has a Weakness that can overcome this
emerge after a severe emotional or physical ability.
trauma. A few people are simply born with Teleport: This killer has the uncanny ability to
such powers, which emerge at puberty. A disappear from sight and then reappear when
least expect. As long as no one is looking at him
psychic might be an older medium or a and he can act normally, the serial killer can
young firestarter—either way, their bizarre disappear from the area as a free action,
powers often make them a locus for occult reappearing when dramatically appropriate.
activity. Undead: This killer has actually returned from
Attributes: Agility d6, Smarts d8, Spirit d8, the grave to keep killing. +2 Toughness; +2 to
recover from being Shaken; no additional damage
Strength d6, Vigor d6 from Called Shots; immune to poison and
Skills: Athletics d6, Fighting d4, Intimidation disease; ignores 1 point of Wound modifiers.
d6, Notice d6, Persuasion d6, Psionics d10 Weakness: The killer has a special weakness to
Pace: 6; Parry: 4; Toughness: 5 something—possibly to the weapon that slayed
Edges: Arcane Background (Psionics) him in life (if undead) or is tied to his unique
history. A killer who suffers terrible burn scars
Special Abilities: might fear fire, while a killer who feared his
• Psionics: The average psychic has 15 domineering mother might recoil in terror from a
Power Points and knows bolt and havoc, person wearing her clothing. Exposure to this
and either telekinesis or mind reading. weakness should require a Fear check at –4, at the
very least.

Serial Killer (Wild Card) Hindrances: Bloodthirsty, Mean, Vengeful


Sometimes the human mind snaps under (Major)
the weight of abject horror—and sometimes, Edges: Berserk, Brawny, First Strike, Frenzy,
those that stare into the abyss find the abyss Harder to Kill, Nerves of Steel (Imp), Sweep,
staring back. A serial killer is a human being Trademark Weapon
who has gone mad for some reason and Gear: Trademark weapon (usually something
turned into a bloody-handed murderer. like an axe or short sword, Str+d6).
Serial killers hunt the innocent, typically
people who match a specific type, and kill
them in the most awful ways possible.
Soldier
Sometimes, their murders draw the attention
A soldier might be a common mercenary, a
of the Dark Powers, who grant them
member of a militia, or an army regular.
supernatural abilities to improve their killing
Some have abandoned their units to hire
prowess.
their services out to the highest bidder but
Attributes: Agility d8, Smarts d6, Spirit d10,
not yet fallen to banditry, while others are
Strength d12, Vigor d10
protectors of their people.
Skills: Fighting d8, Notice d8, Stealth d10
All of the soldiers in a given unit typically
Pace: 6; Parry: 6; Toughness: 8
have the same weapons and armor to
promote unit cohesion and tactics.

232
Attributes: Agility d6, Smarts d6, Spirit d6, Attributes: Agility d6, Smarts d8, Spirit d8,
Strength d6, Vigor d6 Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation Skills: Athletics d4, Fighting d4, Intimidation
d6, Notice d6, Shooting d6, Stealth d6 d6, Notice d8, Persuasion d6, Spellcasting
Pace: 6; Parry: 5; Toughness: 7 (2) d8, Stealth d8
Gear: Thick leather armor (+2), various Pace: 6; Parry: 4; Toughness: 5
weapons (often short swords, Str+d6) Edges: Arcane Background (Magic)
Special Abilities:
Officer (Wild Card) • Spells: An average witch has 15 Power
An experienced soldier commanding his Points and knows bolt, boost/lower trait,
own unit, such warriors typically carry the fly, light/darkness, and puppet.
same weapons as their troops but are often
mounted and better armored.
Attributes: Agility d6, Smarts d6, Spirit d8, Champions of the Mist
Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation
The characters in this section are might
d8, Notice d6, Shooting d8, Stealth d6
champions of good, antiheroes, flawed
Pace: 6; Parry: 7; Toughness: 9 (3)
heroes, and the occasional villain seeking
Edges: Combat Reflexes, Command
redemption. While these individuals are
Gear: Chain mail (+3), various weapons
meant to be allies or mentors to a group of
(often long sword, Str+d8)
heroes, they can also serve as unwitting (or
unwilling) antagonists as well. “Good” doesn’t
always mean “nice,” in truth.
Thief
Thieves earn their living by stealing. Some
are plucky loners while others are members
Agatha Clairmont (Wild Card)
of a guild or gang. Despite being tricky
Agatha Clairmont was the youngest child
customers, thieves are often excellent sources
(and only daughter) of a cobbler and his wife
of information—if you can find them.
in the great city of Paridon. She joined the
Attributes: Agility d10, Smarts d6, Spirit d6,
Celebrants of Mankind as soon as she was
Strength d6, Vigor d6
old enough to choose for herself, dedicating
Skills: Athletics d8, Common Knowledge d8,
her life to spiritual and physical purity, as well
Fighting d6, Notice d8, Taunt d6, Thievery
as the study of alchemical philosophy. She
d8
aided the famed Rudolph van Richten in his
Pace: 6; Parry: 5; Toughness: 6 (1)
campaign against the monstrous Lamenting
Edges: Thief
Rake before rising to a position as one of the
Gear: Leather armor (+1), short sword
leading clergy of her faith.
(Str+d6), throwing knives (Range 3/6/12,
Agatha is a formidable opponent, whether
Str+d4)
defending herself in a sparring match or on
the foggy streets of Paridon. Though she is
articular and highly mannered, she is a
Witch master of the martial arts, quite capable of
A common term for any spellcaster who devastating unprepared foes in close-quarters
turns to the dark arts is “witch.” Some have combat before lecturing them about the need
made deals with dark forces while others are to mend their low class ways. She avoids
scholars of forbidden lore. Some individuals killing whenever possible, viewing it as a
labeled as witches are merely nature- waste of human life; she prefers to turn her
worshipers or hermit mages, however. enemies over to the authorities.

233
Though Agatha Clairmont is past her saw at a young age that others did not benefit
fortieth year, her decades of strict adherence from the same privileges that he enjoyed.
to physical and spiritual excellence have kept Everywhere he turned, he saw only
her in peak condition. Better described as corruption and deceit. When he came of age,
handsome than attractive, Agatha is tall and he dedicated his matchless intellect upon the
broad-shouldered, with a lean physique and a underbelly of society.
narrow, plain face framed by carrot-orange As he gained in skill as a detective, Ray
hair. She typically dresses in the garb of her found that the corruption he saw had sunk its
order, a charcoal gray tabard over a loose roots into the upper class as well—even into
white tunic and trousers. his own family. His accusations left him
disowned and set against his own father. In
Attributes: Agility d8, Smarts d8, Spirit d10, time, Ray found allies, including a young
Strength d8, Vigor d8 doctor named Arthur Sedgwick, and brought
Skills: Athletics d10, Fighting d8, Healing d8, down his father’s criminal empire. Since
Intimidation d8, Notice d8, Occult d8, then, he has kept himself busy as a consulting
Persuasion d8, Research d8, Stealth d8, detective, which helps sustain his extravagant
Streetwise d6, Taunt d6, Throwing d6, lifestyle.
Weird Science d8 Slender even for an elf, Alanik Ray can
Pace: 8; Parry: 6 (7 with staff); Toughness: 8 often seem gaunt at his six feet of height. His
Hindrances: Pacifist (Minor), Vow (Major: features are sharp and angular, with keen
serve the Celebrants of Humanity) eyes set below a knife-edged brow. Ray’s
Edges: Adept, Arcane Background (Weird golden-blonde hair is typically pulled back
Science), Brawler, Bruiser, Counterattack, severely, giving him a pronounced widow’s
Extraction, Fleet-Footed, Frenzy, Level peak and a high forehead. Ray’s only nod to
Headed, Sweep vanity are his finely tailored silk suits,
Gear: Staff (Str+d4, +1 Parry, Reach 1, two embroidered in gold, red, and blue.
hands)
Attributes: Agility d10, Smarts d12, Spirit
Special Abilities: d10, Strength d6, Vigor d6
• Alchemist: As an alchemical philosopher Skills: Academics d10, Athletics d8, Fighting
of the Celebrants of Humanity, Agatha d8, Intimidation d10, Languages (several) d8,
knows some basic magic. She has 25 Notice d10, Occult d8, Performance d8,
Power Points and knows the following Persuasion d8, Repair d10, Research d10,
powers: boost/lower trait, deflection, and Riding d8, Science d8, Shooting d10, Stealth
healing. Her powers always take the form d10, Taunt d10, Thievery d8
of single-use potions, poultices, and the Pace: 6; Parry: 6; Toughness: 5
like. Hindrances: All Thumbs, Arrogant, Enemy
• Unarmed Fighter: Due to her various (several), Habit (Minor)
Edges, Agatha gains +1 on Fighting rolls Edges: Alertness, Ambidextrous,
when unarmed and inflicts Str+d8 Charismatic, Connections (multiple),
damage. She does not count as an Extraction, Investigator, Jack-of-All-Trades,
Unarmed Defender. Quick, Scholar (Science), Thief
Gear: Goldenfang (magical dagger, Str+d4,
AP 2), flintlock pistol (Range 5/10/20, 2d6+1,
Alanik Ray (Wild Card) AP 1), lockpicks, disguise kit
Often simply called “the great detective,”
Alanik Ray is one of the foremost minds in
the field of deductive science in the modern
world. Born to a wealthy elven family, Ray

234
Special Abilities: Skills: Athletics d8, Battle d8, Fighting d10,
Healing d6, Intimidation d8, Notice d10,
• Low Light Vision: Alanik Ray can see in
Occult d8, Riding d10, Shooting d10, Stealth
near-darkness, allowing him to ignore
d10, Survival d8
penalties for Dim and Dark lighting.
Pace: 6; Parry: 7; Toughness: 7 (1)
George Weathermay (Wild Card) Hindrances: Enemy (many), Heroic,
Born to a wealthy family, George Outsider (Minor), Vengeful (Minor)
Weathermay was a boy with a gentle spirit Edges: Alertness, Ambidextrous, Arcane
and good heart. Dismayed by the rumors that Resistance, Beast Bond, Beast Master, Brave,
his family had trafficked with dark powers in Combat Reflexes, Command, Danger Sense,
old times, he devoted himself to hunting, Extraction, Frenzy, Iron Jaw, Level Headed,
tactics, and investigation to prepare himself to Marksman, Nerves of Steel, Tactician, Two-
become a great hero. George has devoted his Fisted
life to helping the common folk of the world Gear: Gossamer (magical long sword, Str+d8,
and making his family’s name synonymous inflicts normal damage to incorporeal foes),
with heroism rather than treachery. short sword (Str+d6), silver dagger (Str+d4),
Though uncomfortable with other people, longbow (Range 15/30/30, 2d6), holy symbol,
George is skilled with animals. He has made holy water, hunting hounds, war horse
friends and allies with many other heroes in
spite of his discomfort with people, though
he remained a deeply lonely man for much Ivan Dragonov (Wild Card)
of his adult life. George thought he had Ivan Dragonov is one of Ravenloft’s
finally found happiness with a woman named greatest heroes—and greatest tragedies. He is
Natalia, but she turned out to be a a monster hunter who has become what he
lycanthropic assassin using George’s most hated, afflicted with the dread disease of
emotions to get close to the hero’s ally, the lycanthropy. Dragonov uses these bestial
famed scholar Rudolph van Richten. In the powers in his endless war against the
ensuing battle, Natalia escaped but George’s creatures with whom he is now kindred.
beloved niece Gennifer was wounded. Ivan is a powerfully built man whose
Since this incident, George has descended massive frame makes him look even more
deeper into isolation. He sought out and imposing than the monsters he hunts. His
destroyed the werewolf clan that Natalia hair is fiery red, hanging down to his
came from, an act that still haunts him with shoulders, and he wears a full beard. His
its ruthlessness and vengeful nature. Every dark tan is broken only by a lattice of white
day draws George down a dark path toward a scars, remnants of countless battles.
place of hate and anger, further from the light As a child in Falkovnia, Ivan’s powerful
he once cherished. build seemed to destine him for the military
George is a tall, lean man in middle age or the life of a thug. Instead, he became
with slender, hawkish features. His dark friends with an old priest who was able to
brown hair has grown streaked with grey send him on a better path. Ivan eventually
from his encounters with terror, and his dark decided to hunt evil and protect the innocent
eyes can cut into a man’s soul. Around pretty with his strength, embarking on the life of a
women or grateful villagers, his expression monster hunter.
softens, but he often finds himself stuttering After becoming infected with lycanthropy
or stammering if he can bring himself to during a battle gone wrong, Ivan sought to
speak at all. cure his curse through the intervention of his
old friend, only to transform during the ritual
Attributes: Agility d8, Smarts d8, Spirit d10, and kill the old man. Dragonov has
Strength d8, Vigor d8 wandered the land for nearly two centuries

235
since then, unable to kill himself and no any ten other hunters put together. Few
longer aging, seeking redemption by would recognize the unassuming older man
destroying every lycanthrope in the world. on sight—his legend exceeds his appearance.
Rudolph van Richten was once a doctor in
Attributes: Agility d10, Smarts d6, Spirit d10, a small city, running an herbal supply store
Strength d12, Vigor d10 on the side. He was happily married and had
Skills: Athletics d10, Fighting d12, Healing a young son upon whom he doted. When he
d6, Intimidation d10, Notice d10, Occult d8, was unable to save a badly injured member of
Riding d8, Shooting d10, Stealth d10, a tribe of wandering folk, their leader
Survival d12 kidnapped his son in retribution, then sold
Pace: 6; Parry: 9; Toughness: 10 (2) the boy to a vampire as a slave.
Hindrances: Death Wish, Heroic, Vengeful Rudolph caught up too late to save his
(Minor) son’s life—and then had to kill him a second
Edges: Alertness, Berserk, Block, Brawny, time when the boy rose as one of the undead.
Combat Reflexes, Counterattack, Danger He was too late to save his wife from the
Sense, Fast Healer, First Strike, Hard to Kill, vampire’s vengeance, and only survived
Improved Frenzy, Improved Nerves of Steel, through luck and guile. He slew the vampire
Iron Jaw, Monster Hunter (Lycanthropes), that had destroyed his family, then exacted
Sweep, Woodsman awful vengeance on the tribe that had cursed
Gear: Enchanted silver great axe (Str+d10, him so.
AP 1, Parry –1, two hands), crossbow (Range
15/30/60, 2d6, AP 2), silver bolts, thick hide
armor (+2), wolf’s-bane extract

Special Abilities:
• Cursed Lycanthrope: When Ivan
Dragonov’s Berserk Edge is triggered, he
actually transforms into a monstrous wolf-
man. He receives the usual benefits of
the Edge, but also attacks with a natural
bite instead of his axe. His bite deals
Str+d6 damage, and anyone killed with
this attack has a 50% chance of instead
surviving but being infected with
lycanthropy. While Berserk, he is also
immune to non-magical weapon attacks
except for silver weapons; he can be
Shaken by such attacks but not wounded.
When he comes out of his Berserk state,
he receives an immediate natural healing
roll.

Rudolph van Richten (Wild Card)


Few adventurers are as well known in the
Land of Mists as Rudolph van Richten. He
has been ally and mentor to an entire
generation of heroes, as well as having
destroyed more monsters in his years than

236
Dr. van Richten found that vengeance left Tara Kolyana (Wild Card)
him hollow. He came to the realization that A beautiful young woman of high ideals
what had destroyed his family was a lack of and deep compassion, Tara Kolyana
knowledge; had he known more about the naturally gravitated toward the Church of
monster he faced, he might have saved his Ezra. Though she was born in Barovia, her
son and wife. He dedicated his life to seeking family fled that dread realm when she was an
out the horrors of the night and studying infant.
them—and using that knowledge to destroy As a child, Tara was quick-tempered and
them wherever they lurked. More than any passionate. Always something of a tomboy,
other monster hunter in history, Dr. van Tara longed for adventure. When she was a
Richten has excelled at making connections teenager, a great wolf plagued her home
to other like-minded folk, training them, village; feeling that the traps laid to kill the
arming them, and giving them the benefit of beast were cruel, she instead set a trap to
his (often painfully earned) experience. capture it. She found that she had instead
These days, Dr. van Richten is an older snared a person—a man cursed with
man with a kind-looking face and thin white lycanthropy. With the help of the village
hair. He looks more like a kindly uncle or priest and a troupe of the wandering folk, the
grandfather than a dedicated slayer of man was cured.
monsters. When on the hunt, his face takes Tara found a genuine sense of peace in
on a resolute determination that pushes saving a man’s life and soul. After a few years
others to greatness. of adventuring, she found her calling with the
Church of Ezra, where she has become a
Attributes: Agility d6, Smarts d10, Spirit d12, popular and modestly famous priestess,
Strength d6, Vigor d6 particularly noted for her aversion to violence
Skills: Academics d10, Athletics d8, and preaching about mercy. Her nickname
Common Knowledge d12, Fighting d8, among the clergy, “the daughter of the
Healing d10, Intimidation d8, Languages angels,” makes her acutely embarrassed.
(several) d6, Notice d10, Occult d12, As a grown woman, Tara Kolyana is almost
Persuasion d8, Repair d8, Research d12, painfully beautiful. Her hair is sunset red and
Riding d6, Shooting d6, Stealth d8, Survival her eyes emerald green. Her general
d8, Taunt d10, Thievery d8 expression is one of peace and kindness,
Pace: 5; Parry: 7; Toughness: 5 which only makes her more appealing to
Hindrances: Cautious, Elderly, Heroic others.
Edges: Alertness, Block, Charismatic,
Command, Command Presence, Attributes: Agility d8, Smarts d8, Spirit d12,
Connections, Danger Sense, Dodge, Healer, Strength d6, Vigor d8
Hold the Line, Improved Level Headed, Skills: Athletics d6, Common Knowledge d8,
Improvisational Fighter, Inspire, Investigator, Faith d10, Fighting d6, Healing d10, Notice
Jack of All Trades, Linguist, Monster Hunter d10, Persuasion d10, Riding d6, Socialize d8,
(many), Reputation, Scholar (Occult) Stealth d6, Survival d6
Gear: Too many monster hunting tools to Pace: 6; Parry: 5; Toughness: 6
count; Rudolph van Richten almost always Hindrances: Pacifist (Major), Vow (Minor:
has the correct gear on hand to handle the serve the Church of Ezra)
current threat. Edges: Arcane Background (Miracles),
Brave, Chosen of Ezra, Healer, Level
Headed, Very Attractive
Gear: Staff (Str+d4, +1 Parry, two hands),
prayer book, holy symbol

237
Special Abilities: Adam, Mordenheim’s Monster (Wild Card)
• Spells: Tara Kolyana has 20 Power Dr. Victor Mordenheim was a man
Points. She knows the following powers: obsessed with defying the gods and creating
banish, boost/lower trait, deflection, life. He believed that everything could be
detect/conceal arcana, dispel, healing, boiled down to logical purposes, could be
light/darkness, relief, and stun. studied with reason and intellect. Adam was
his greatest creation—and his worst mistake.
Victor had created many soulless constructs
before Adam, but it was his intention to
The Damned make something that had the intelligence and
creativity of a human being, something that
could think and feel. Adam could do both;
What makes a man choose evil over good?
though he was childlike when created, he
What impulse pushes a woman toward her
rapidly grew in understanding and
own damnation in spite of every opportunity
intelligence. He showed more humanity in
to turn back? The answer is simple: pride.
some ways than Victor himself, acting as
Ultimately, every darklord is a victim of
playmate and friend to Victor’s daughter,
their own hubris, an overweening pride that
Eva, and a household helper to Victor’s wife,
hardened their heart bit by bit until the only
Elise.
conceivable choice left to them was to damn
Adam did indeed have a soul; the more he
themselves utterly. Had they been able to
learned about the world around him, the
view themselves critically at any point—to say
more he longed for companionship and
“I am at fault, mea culpa”—and to make
understanding. He longed to take his
amends for their misdeeds, they might have
creator’s place, to be kind to Victor’s wife
avoided their fate.
and daughter in ways that Victor himself was
But they didn’t. And now each one stands
no longer capable of being. When he
as supreme lord and ultimate prisoner of a
approached Elise about leaving her cold and
little piece of hell they can call their own.
distant husband, she rejected the creature,
Darklords are pitiable, but they should not
leaving him confused and hurt. In the end,
be pitied. They are sympathetic, but they
Adam decided to leave Mordenheim’s home,
deserve not your sympathy. Remember
seeking freedom in the world beyond—and to
always that they were damned by their own
take his only friend, Eva, with him when he
hand. No one forced them to be monsters—
left.
they became monsters because, ultimately,
Eva was startled when Adam woke her up
they decided to.
and screamed. Adam struggled to silence the
Should you decide to pity or sympathize
girl without hurting her, but her mother
anyway, in spite of these warnings, then
attacked him while he was distracted. In a
remember: also be afraid.
moment of instinct, he struck out—crushing
Not all of the beings in this section are
Elise’s skull with one massive blow. Eva fled
darklords. Some are on the path to
from the monster and fell from the balcony
damnation, while others are unique and
into the waters below. Victor arrived in time
terrible monsters who, for whatever reason,
to see his wife mauled and his daughter lost—
have not been granted their own private hell.
and to watch his “son” fling himself from the
Just because they do not hold a domain does
castle walls and into the frigid waters below.
not make them any less dangerous. Indeed,
Adam did not find Eva, either alive or
some are more dangerous due to their
dead. Now, he wanders Lamordia, alone and
freedom.
friendless. He has passion, imagination, and
In either case, caution is advised.
creativity aplenty, but no one to share them
with, and his loneliness makes him lash out at

238
the people around him. He is convinced that Special Abilities:
no one could ever love a monster like him, • Armor +2: Reinforced bones and tough
and his every action makes it a self-fulfilling skin.
prophecy. • Construct: +2 to recover from being
Adam is a patchwork man, nearly eight feet Shaken; ignores 1 point of Wound
tall. His skin is an unhealthy grey color, and penalties; immune to poison and disease.
his features are mismatched and uneven. His • Darklord of Lamordia: Adam shares his
hair is lank and greasy, and his overall damnation with his creator; for his envy
appearance is one of neglect and poor and his mutilation of Elise Mordenheim,
hygiene. Adam stands as darklord. He can
channel his self-loathing into powerful
Attributes: Agility d10, Smarts d6, Spirit d10, storms, closing the borders of his
Strength d12+2, Vigor d12 domain. Every day, he makes a Spirit roll
Skills: Athletics d10, Common Knowledge at a cumulative –1 penalty; a failure opens
d4, Fighting d10, Intimidation d12, Notice the borders and leaves him unable to
d10, Stealth d10, Survival d8, Swimming d10 close them again for at least a week.
Pace: 8; Parry: 7; Toughness: 11 (2) • Fear: Adam’s hideous appearance
Hindrances: Mean, Outsider (Major), Ugly
prompts a Fear check in onlookers.
(Major)
• Fearless: Adam is immune to Fear and
Edges: Arcane Resistance, Berserk, Brute,
Intimidation.
Fleet-Footed, Menacing, Sweep
• Hardy: Adam does not suffer a wound
from a second Shaken result.
• Pain Transference: If Adam and Dr.
Mordenheim are present in the same
scene, they feel one another’s pain. If
either is Shaken or Wounded, the other
must immediately make a Vigor check or
be Shaken as well.
• Size +1: Adam stands just shy of eight feet
tall.
• Slam: Str+d6.

Dominic d’Honaire (Wild Card)


A member of the aristocratic d’Honaire
family, Dominic has been immersed in
politics since he was a young boy. His father
was a sitting member of the ruling council of
Dementlieu until his retirement, and
Dominic followed in his footsteps. Dominic
is well known for being a political moderate,
courted for his vote but disdained for his lack
of strong convictions on any particular issue.
Few people would associate the middle-aged,
slightly pudgy Dominic d’Honaire with being
the secret master of Dementlieu.
In fact, Dominic is the darklord of the
domain, a corrupt and venal man who has

239
unique powers of the mind that allow him to such women are immune to Dominic’s
manipulate and control those around him psychic powers.
with impunity. Dominic treats lives like • Mesmerist: Dominic can implant subtle
pieces in a game he plays primarily against suggestions into targets, allowing him to
himself, seeing how far he can push someone control them without them ever knowing.
before they break, uplifting the common and A character who resists Dominic’s mental
crushing the mighty to observe their powers is only aware of being targeted by
floundering, and generally tormenting those an unnatural ability if Dominic rolls a
around him like a boy pulling the wings off a Critical Failure. Dominic can also use this
fly. power to instill the Loyal Hindrance
Dominic’s powers started manifesting when (targeted at himself) into an individual
he was but a boy, and it was his cunning and through 1d4 hours of conversation and
ambition that pushed his father into politics, hypnotic reinforcement. The target
where the man essentially became a puppet receives a Spirit roll at –4 to resist; this
for his son’s machinations. Dominic has only alteration lasts for 1d4 weeks.
increased the scope and range of his plans • Psychic: Dominic is a powerful psychic,
since then, turning Dementlieu into his though he has never trained his powers
personal playground. His only challenge has much outside of his primary focus—
been the crime lord called “the Brain,” who mental manipulation. Dominic has 30
Dominic suspects to have powers similar to Power Points and knows the following
his own. powers: confusion, empathy, fear, mind
reading, mind wipe, puppet, and
Attributes: Agility d6, Smarts d10, Spirit d12, slumber.
Strength d6, Vigor d6
Skills: Academics d6, Athletics d6, Fighting
d4, Intimidation d10, Notice d10, Persuasion Gabrielle Aderre (Wild Card)
d12, Psionics d12, Shooting d6, Socialize Gabrielle’s mother was one of the
d12, Taunt d10 wandering folk until she was made a slave in
Pace: 6; Parry: 4; Toughness: 5 a distant land, escaping while pregnant. She
Hindrances: Cautious, Ruthless (Major) would never tell Gabrielle about her father,
Edges: Arcane Background (Psionic), saying only that his evil would lurk within
Aristocrat, Charismatic, Connections, Iron Gabrielle for entire life. The older woman
Will, Mentalist, Mindbender, Streetwise raised Gabrielle to believe she was evil too,
and that she should never marry or have
Special Abilities: children for fear of passing her evil onto
• Darklord of Dementlieu: Dominic has a them. In time, her mother’s abuse became
powerful will, allowing him to close the too much for Gabrielle to bear; she betrayed
borders of his domain for days or weeks her mother and left her to die. Her mother’s
on end. He rarely uses this power, death did not satisfy Gabrielle, and she
however, since trade is the lifeblood of wandered from place to place, turning loved
Dementlieu. When he does so, the ones against one another with her magic to
distances at the border become uncertain “prove” that family and loyalty were lies.
and vague; travelers find themselves In time, she came to the notice of Bakholis,
turning back to Dementlieu without the tyrant of Invidia, and was taken before
remembering why. him as a captive. She turned the tables on her
• Inverse Charisma: Dominic’s suffers a –8 captor and killed him, driving out or turning
penalty on Persuasion rolls targeting most of his servants to her side. She began
women to whom he is attracted. Further, calling herself “queen” as an amusement,
albeit one that quickly faded, and satisfied

240
herself with petty games of cruelty among her • Powers: Gabrielle is a talented sorceress
subjects. and diviner. She has 20 Power Points and
Gabrielle was eventually seduced herself, knows the following powers: blind,
by a mysterious gentleman caller who left her boost/lower trait, deflection,
after a single night of passion. The child from detect/conceal arcana, dispel, divination,
that union, Malocchio, possessed unnatural fear, puppet, and stun.
powers of his own, leading Gabrielle to
believe that he was a child of prophecy.
When the boy turned thirteen, he used his Harkon Lukas (Wild Card)
powers to seize control of the throne from Harkon Lukas is a charming man, tall and
his mother, turning her servants against her muscular of build with wavy black hair that
and nearly driving her mad. She fled from falls past his shoulders and a neatly trimmed
her home and took control of a group of beard. His fine clothes, beautiful singing
Gundarakite rebels who she now uses to voice, and genteel manners have lured many
strike back against her own son. It’s not that people to their doom over the years. In truth,
she wants the throne, particularly—she just Harkon Lukas is not human at all—he is a
wants revenge for having her own tricks used wolfwere, a shapechanging predator who was
against her, and for her son’s ingratitude. born as a wolf but can assume the shape of a
Gabrielle is a dark-haired woman human to better blend in with his prey.
apparently in her early twenties, despite her Harkon was once an outcast from his own
actual age of more than twice that. Her people; as lone predators, his desire to be
youthful appearance is marred only by a sociable and find companionship was strange
streak of grey in her black hair. She dresses to his kin. His willingness to “play with his
like one of the wandering folk, in the colorful food” was considered far more detestable.
style of her mother, and typically goes He began to play the part of a wandering
barefoot. minstrel, gaining the trust—and even love—of
others before betraying and devouring them.
Attributes: Agility d8, Smarts d8, Spirit d10, He craved fame, fortune, and acceptance.
Strength d6, Vigor d6 In time, Lukas found the land of Kartakass,
Skills: Athletics d6, Fighting d6, Intimidation a beautiful forested domain that lacked the
d8, Notice d8, Occult d10, Performance d8, things he truly desired. Unable to leave, he
Persuasion d8, Riding d8, Spellcasting d10, could no longer kill with impunity and must
Stealth d8, Survival d8, Taunt d10 now keep up an air of respectability in order
Pace: 6; Parry: 5; Toughness: 6 to maintain his popularity; he still kills, but
Hindrances: Stubborn, Vengeful (Major) not as often as he would like, and his
Edges: Arcane Background (Magic), wanderlust galls him. Worse, he is still no
Charismatic, Dart Cloud, Luck, Rapid closer to power than he was as a lone
Recharge, Very Attractive, Wizard wanderer; both the wolves and humans of the
Gear: Silver dagger (Str+d4), brace of domain respect him, but neither will obey
throwing knives (Range 3/6/9, Str+d4), him without being compelled through threats
diviner’s deck or manipulation.

Special Abilities: Attributes: Agility d8, Smarts d8, Spirit d6,


• Darklord of Invidia: Gabrielle is the Strength d10, Vigor d10
darklord of Invidia. While she was once Skills: Athletics d8, Fighting d8, Intimidation
able to close the borders at will, her d10, Notice d8, Performance d12,
current mental turmoil and metaphysical Persuasion d10, Shooting d6, Stealth d10,
struggle with her son, Malocchio, has left Survival d8, Taunt d10, Thievery d8
her unable to do so. Pace: 6; Parry: 7; Toughness: 7

241
Hindrances: Bloodthirsty, Overconfident • Darklord of Kartakass: When Lukas
Edges: Charismatic, Elan, Famous, wishes to close his domain to the outside,
Humiliate, Quick, Retort, Strong Willed, a gentle lullaby fills the air at the borders.
Very Attractive, Work the Crowd Any creature capable of hearing the
Gear: Rapier (Str+d4, +1 Parry) song—even if they currently have their
ears plugged—falls asleep and awakens
Special Abilities: some time later, deeper in Kartakass than
• Change Shape: Lukas can assume three they started. Lukas can only maintain the
different shapes as an action. His most closure as long as he can continue
common one is that of a dark-haired singing, requiring a Vigor roll with a
man; he can also become a beautiful cumulative –1 penalty for each hour he
woman with a similar appearance. His sings.
true form is that of a massive dire wolf; in • Everlasting Life: Lukas is at least
this shape, he has the Bite, Go for the somewhat immortal. He has not aged in
Throat, and Fleet-Footed abilities of a generations, and whenever he is killed, he
dire wolf, but uses his own Attributes. He awakens again somewhere else in the
cannot use gear or most social skills domain after a few days. Unknown to
(other than Intimidation) as a wolf. him, Lukas can be killed permanently; to
do so, he must be slain while no wolves
remain within his domain’s borders.
Otherwise, his spirit leaps to the nearest
wolf and takes it over, transforming it into
Harkon Lukas.
• Grandfather Wolf: Lukas can use the
beast friend power on wolves and dire
wolves at will, using Socialize as his
casting skill with no Power Point cost.
• Invulnerability: Lukas can only be
Shaken by weapons that are not cold iron
or magical—not Wounded.
• Low Light Vision: Wolfwere eyes are
accustomed to the dark of night. Lukas
ignores attack penalties for Dim and
Dark lighting.
• Song of Weariness: As an action in
human form, Lukas can sing a beautiful
melody that inspires exhaustion in all
listeners within a Medium Burst
Template (centered on him). The
wolfwere makes a Socialize roll opposed
by a listener’s Spirit. A listener that fails
gains a level of Fatigue; this can affect a
victim multiple times, though the song
cannot kill anyone, only render them
Incapacitated from unconsciousness.
These Fatigue levels disappear after ten
minutes.
• Weakness (Cold Iron): Lukas suffers
normal damage from cold iron weapons.

242
Hazlik, the Red Wizard (Wild Card) Occult d10, Research d8, Spellcasting d12,
Hazlik was once an up-and-coming prodigy Stealth d6
in a country ruled by wizards. However, as he Pace: 5; Parry: 5; Toughness: 8 (3)
rose through the ranks, he made too many Hindrances: Elderly, Mean, Nightmares
enemies too quickly. One of those enemies Edges: Arcane Background (Magic),
framed him for a crime he did not commit, Artificer, Archmage, Channeling,
which ended with Hazlik branded as a Concentration, Improved Rapid Recharge,
criminal and outcast from his position and Metamagic, Wizard
home. Seething with fury in his exile, Hazlik Gear: Staff (Str+d4, +1 Parry, two hands),
lucked upon his rival and her lover while magic amulet (+3 Armor, holds 20 extra
they were enjoying a day in the countryside; Power Points)
he ambushed them, tormented them, and
murdered them. Special Abilities:
As he gloated over his victory and sought to • Darklord of Hazlan: When Hazlik needs
return to his temporary lair, Hazlik found to close his domain, a wall of shimmering
himself lost in a deep fog, eventually fire leaps up at the borders. Only
emerging in a distant land more to his liking. creatures completely immune to fire
There, he became wizard-king in short order, naturally can survive the flames; any
though many of the land’s elements being merely using magic to avoid harm
disturbed him greatly. Hazlik once has the magic burned away, followed by
suppressed knowledge of magic to prevent their flesh. Every hour that Hazlik
rivals to his throne from emerging, but in his maintains this ritual, he must make a
old age he has softened his policy and now Vigor roll at –2 or suffer a level of
works to build a true academy of magic Fatigue.
devoted to his own teachings. • Spells: Hazlik is an extremely powerful
Hazlik is a tightly wound man, obsessed wizard. He has 40 Power Points and
with control over himself and his knows many spells. Assume he has every
surroundings. He is a perfectionist genius power in the corebook except for those
who is constantly frustrated and disappointed related to healing (such as relief) and
by the “lazy fools” around him, but who mental influence (such as empathy).
offers nothing but more work to those who
meet his nearly impossible standards.
Because he still has bad dreams about his Ivana Boritsi (Wild Card)
exile, Hazlik avoids sleep as much as possible Ivana is a classical dark-eyed Borcan
through the use of alchemical draughts; this beauty—creamy complexion, long black hair,
doesn’t improve his mood one bit. and full wine-colored lips. She appears to be
Hazlik is an elderly man with coarse no more than a girl of eighteen or nineteen,
features. He is completely bald and his head, but is really well over sixty years old, her
chest, and arms are covered in tattoos and longevity a result of her alchemical
brands. He wears a neatly trimmed goatee experimentations. She has ruled Borca with a
with no moustache. Hazlik’s most striking cruel and largely indifferent hand for more
features are his mismatched eyes—one brown than four decades, ever since she murdered
and the other blue. His hissing, phlegmy her own mother.
voice is tight with unconcealed impatience. Ivana once had a deeply romantic spirit, a
generous nature, and a kindly disposition in
Attributes: Agility d6, Smarts d12, Spirit d8, spite of her vicious mother’s attempts to turn
Strength d4, Vigor d6 her into a cold-blooded courtier like herself.
Skills: Academics d8, Common Knowledge When Ivana’s mother seduced Ivana’s
d8, Fighting d4, Intimidation d10, Notice d6, fiancée, it finally broke the girl; she killed the

243
young man, and then killed her mother a few • Immunity: Ivana is completely immune
months later. Since then, Ivana lives only for to all toxins and venoms, as well as most
the hedonistic pursuit of pleasure and the forms of alchemy.
petty cruelties of the court. The only people • Kiss of Death: Ivana’s saliva and sweat
in the world she seems to have any genuine are horribly toxic, allowing her to kill with
affection for are her best friend, Nostalia close contact. Ivana can kiss a grappled
Romaine, and her cousin, Ivan Dilisnya. foe as a touch attack (+2 Fighting), forcing
Even that latter relationship has become them to make a Vigor roll at –4 or suffer
strained and ugly in recent years as Ivan has exposure to Lethal poison. Anyone who
grown old and bitter, jealous of Ivana’s engages in intimate contact with Ivana
apparent immortality. suffers this effect as well.
While she still longs for love, Ivana’s heart
is so cold and closed that she destroys every
positive relationship around her as a matter Jacqueline Montarri (Wild Card)
of habit. She sometimes takes lovers, but Jacqueline was once a cat burglar, a
these poor fools never survive long, since consummate professional noted for her
Ivana’s body is a repository of deadly beauty and skill. As she got older, however,
poisons. Ivana’s beauty is almost she feared losing her talent and looks to old
overwhelming, held back only by her casual age and began to seek a method of becoming
cruelty to everyone around her. immortal. She consulted with a powerful
witch, who told her that what she sought lay
Attributes: Agility d6, Smarts d8, Spirit d8, within Castle Ravenloft; blinded by paranoia,
Strength d4, Vigor d10 Jacqueline murdered the witch so that she
Skills: Athletics d6, Common Knowledge could tell no one else of the thief’s plans.
d10, Fighting d4, Intimidation d10, Notice The witch cursed Jacqueline as she died, but
d8, Occult d6, Performance d8, Persuasion the thief paid no heed to the old woman’s
d10, Research d6, Taunt d10 words.
Pace: 6; Parry: 4; Toughness: 7 Like most foolish enough to try and steal
Hindrances: Mean, Vengeful (Major) from the lord of Barovia, Jacqueline was
Edges: Charismatic, Connections, Fatale, caught. Unlike most such thieves, she was to
Noble, Reputation, Very Attractive be made a lesson of rather than an undead
Gear: Dagger (Str+d4), various poisons thrall. Jacqueline remembers being taken to
the headsman—and then darkness. She
Special Abilities: awoke some time later in the witch’s hut,
• Darklord of Borca: When Ivana wishes apparently alive again. The horror of her
to close the borders, pale violet mist rises situation sank in when she looked into a
up that induces toxic convulsions in those mirror, only to see the witch’s shriveled, dead
that try to cross it. This fog also poisons head looking back at her. She fumbled at the
any water that is carried through it for ribbon around her neck—and the witch’s
days afterward, though at a less severe head fell off, but Jacqueline still lived.
rate. Anyone who tries to leave Borca Since then, Jacqueline has explored the
while the borders are closed is exposed to limits of the witch’s dying curse. She believes
Lethal (–4) poison; drinking water that that if she can find her original head and
crossed a closed border is Fatal (+0) reunite it with her body, she will become
poison. Ivana can keep the borders truly immortal. She can take the heads of
closed for days at a time with little effort, other women to gain their knowledge and
but rarely does so. skills, but any head she wears ages
unnaturally fast while on her neck, as though
she were draining the life remaining in it.

244
Fortunately, heads she harvests personally the head gains a level of Fatigue. That
stop decaying when she doesn’t wear them; Fatigue stays with the head permanently.
unfortunately, they seem vaguely aware of Jacqueline will not wear ugly heads due to
what has happened to them, and they her vanity. Jacqueline can survive without
whisper ceaselessly. To avoid having to listen a head at all, though she is effectively
to their “whining,” Jacqueline has a vault Exhausted if she goes more than a few
where she keeps her favorite heads when she moments without putting on a new head.
isn’t wearing them. • Immunity: Jacqueline is immune to
Fatigue not caused by her own abilities.
Attributes: Agility d10, Smarts d8, Spirit d8, She does not need to eat, drink, sleep, or
Strength d6, Vigor d6 breathe. Jacqueline is immune to
Skills: Athletics d8, Fighting d6, Intimidation beheading and suffers no additional
d8, Notice d8, Persuasion d8, Research d8, damage from Called Shots to the head
Riding d6, Stealth d8, Taunt d8, Thievery (though such an attack might ruin her
d10 current head).
Pace: 6; Parry: 6; Toughness: 7 (1) • Slow Regeneration: Jacqueline makes a
Hindrances: Greedy (Minor), Quirk (vain), natural healing roll each day as long as
Ruthless (Major) she is wearing a head with no Fatigue.
Edges: Acrobat, Assassin, Attractive,
Connections, Improved Level Headed, Hall of Heads
Streetwise, Thief Jacqueline keeps several dozen heads in
Gear: Headsman’s sword (Str+d6, AP 1, two glass cases in her lair, a manor house built on
hands), concealed leather armor (+1) the site of a hut that once belonged to a
witch. The heads wail and moan in agony,
Special Abilities: praying for death. The older ones know to be
• Fear: Anyone who sees Jacqueline’s head quiet when Jacqueline comes to “change
come off must make a Fear check. faces”; in a fit of pique, she might just throw a
• Headhunter: Years of taking heads from particularly loud head down an old well in
victims makes Jacqueline particularly the basement, condemning them to an
skilled at it. She can make Called Shots eternity in the dark, slowly rotting away.
to the head at –2 instead of –4. Anyone Assume that Jacqueline can have access to
killed with such an attack is beheaded. virtually any skill at d8, or +2 to any skill she
• Headmistress: Jacqueline can cut off a currently knows, by virtue of changing heads.
woman’s head and use it in place of her She can have access to a great many Edges as
own. She must hold the head in place well, but those tend to be a bit more random,
with a ribbon or scarf, which sticks in since she can’t guarantee that a given head
place with magical force but can be skill have both a skill and an Edge she wants.
pulled free with an opposed Strength All of Jacqueline’s “regular” heads are
check in a grapple. While wearing a those of human women in their early to mid-
head, Jacqueline gains access to the twenties, with a few that look older because
highest skill possessed by the head’s of “wear and tear.” Jacqueline can wear non-
former owner (or gains +2 to a skill they human heads too, but she generally restricts
have in common, if none of their skills herself to elves and half-elves due to vanity.
are higher than hers) and one of that She only wears heads that are Attractive or
person’s Edges; if the former owner better, and she’s always on the lookout for
could cast spells, she can do so as well, particularly pretty women to add to her
but she has only half the owner’s Power collection…
Points. Each day that she wears a given
head, she must make a Vigor check or

245
The Living Brain (Wild Card) Special Abilities:
Rudolph von Aubrecker was the son of a • Brain in a Jar: The Living Brain is
nobleman, a spoiled and selfish boy who literally just a brain in a jar with some
always got what he wanted. While he was out mechanical attachments that allow him to
sailing, a sudden squall blew up and dashed see, hear, and speak. He is utterly
his ship against the rocky cliffs of his immobile without assistance. The Brain’s
homeland. He was the only survivor—and enclosure is treated as an inanimate
barely a survivor at that. His shattered body object with Toughness 5; if it is broken,
was found by Dr. Victor Mordenheim during he will die in 1d4 rounds without
a walk along the beaches. Thinking he might immediately being placed back in life
learn something from trying to save the young support. The Brain himself automatically
man’s life, Dr. Mordenheim brought fails any Agility- or Strength-based Trait
Rudolph back to his lab and transplanted his roll.
still-living brain into a jar filled with organic • Fear: Anyone who sees the true nature of
solution. the Living Brain must make a Fear check.
Victor experimented on the brain, building • Psionics: The Living Brain is an
devices to allow him to communicate with it incredibly powerful psychic. He has 30
and exposing it to alchemical solutions and Power Points and knows the following
arcane energies. In time, Victor forgot about powers: bolt, confusion, detect/conceal
the minor experiment—just as Rudolph arcana, fear, mind reading, mind wipe,
wanted it. The experiments had awakened a puppet, and slumber.
mysterious power within the disembodied • Psychic Surgery: The Living Brain is so
brain, giving it the ability to cloud and skilled at mental manipulation that he can
confuse minds, even to control the weak- perform permanent alterations to a
willed. Rudolph took control of one of person’s mind with time and effort. If the
Mordenheim’s assistants and took off for a Brain spends 1d4 hours psychically
distant land where he could use his talents to working on an unconscious target, he can
his own selfish ends. make a Psionics roll opposed by the
Now calling himself “the Living Brain,” target’s Spirit to permanently add or
Rudolph von Aubrecker is the master of an remove a purely mental Hindrance. His
extensive criminal empire. Few of his most common use of this ability is to add
minions know about his true nature; those the Loyal Hindrance, with the loyalty
that do are husks of their former selves, little being targeted to himself, but he can also
more than empty vessels for Rudolph to add or remove delusions, phobias,
control at his will. He still longs for a body of addictions, and other mental ailments.
his own, which much of his wealth and power The Brain gains +2 to his Psionics roll
goes toward researching. using this ability because of his Mentalist
Edge.
Attributes: Agility –, Smarts d10, Spirit d12, • Thrall: If the Living Brain uses the
Strength –, Vigor d4 puppet power on a person who is already
Skills: Intimidation d10, Notice d10, Occult Loyal to him, he can turn them into a
d8, Persuasion d10, Psionics d12+1, Taunt thrall. This acts as the puppet power as
d10 long as the Brain keeps the Power Points
Pace: 0; Parry: 0; Toughness: 2 invested in the target. The Brain can have
Hindrances: Cautious, Ruthless (Major) any number of thralls, but usually has no
Edges: Arcane Background (Psionics),
more than five or so due to his cautious
Mentalist, Mindbender, Rapid Recharge nature since he dislikes being at less than
half of his Power Points at any given time.

246
Malken (Wild Card) apparently unaware of what has happened to
Malken is a caliban, a human born him, and he still regards Malken as a friend,
deformed through exposure to dark magic in despite the fact that Malken has become
the womb. He grew up on the streets of his something of a notorious criminal
home city, poor and starving, before falling in mastermind. For his part, Malken keeps his
with a gang of homeless children who looked criminal enterprises away from his old
past his ugliness to the cunning mind within. “friend’s” family—mainly because he has
An attempt to rob a nobleman went badly for invested so much effort in stealing the man’s
Malken, but the man spared him out of pity life that he’ll be damned if he ruins it before
and nursed him back to health. Knowing that he gets to enjoy it.
being sent to prison would be a death
sentence for a teenaged boy, the nobleman Attributes: Agility d6, Smarts d10, Spirit d8,
instead sentenced Malken to serve his family Strength d10, Vigor d10
for several years. He took the opportunity to Skills: Athletics d6, Fighting d8, Healing d8,
educate the boy, who turned out to be a Intimidation d10, Notice d8, Occult d8,
quick study and highly intelligent. Persuasion d8, Research d6, Science d8,
As he grew older, Malken came to respect Shooting d8, Stealth d10, Taunt d10,
and admire his benefactor, eventually Thievery d10
becoming a genuine member of the Pace: 4; Parry: 6; Toughness: 9 (1)
household rather than a bonded servant. Hindrances: Mean, Slow (Minor), Ugly
Malken learned medicine and accounting, (Major)
turning his skills to the cause of his patron. Edges: Brawler, Brawny, Connections,
However, Malken still hated his grotesque Danger Sense, Improved Level Headed,
appearance and began secretly researching Investigator, Jack of All Trades, Menacing,
alchemical methods of becoming a normal Strong Willed, Thief
person—something forbidden by the local Gear: Concealed leather armor (+1), knife
religion. (Str+d4), brass knuckles (Str+d4, counts as
When Malken’s childhood friends were unarmed), various poisons
caught committing a crime and executed for
it, he raged at a system that had spared him Special Abilities:
but killed those whose only real crimes were • Darklord of Nova Vaasa: Malken is
to be poor and to be caught by someone less darklord of Nova Vaasa, but he is unable
merciful than he had. Malken grew bitter and to close the border due to his divided
hateful, finally deciding that the system had to psyche.
be reshaped from within. His discovery of a • Divided Psyche: Malken is immune to
horrific method of stealing another man’s any attempt to control his mind with
shape by distilling his entire body down into powers. Such an attempt to control
an alchemical compound set him upon a Malken’s mind with a power forces him
path of murder. Malken killed his friend and to make a Spirit roll or immediately
patron to steal his appearance, only to find change forms into Dmitri Stanov, the
the system so hopelessly corrupt that there man he betrayed and murdered. Stanov
was no way a single man could ever change it. has no memory of being Malken and will
Malken collapsed in rage at the end of his inevitably be confused about how he
first week in his stolen shape—and when he ended up wherever he happens to be.
awoke, he was horrified to hear another • Immunity: Malken is immune to poison
servant say that their master had just been and alchemical concoctions.
looking for him.
Malken has found that when he changes
shape, his old master takes over. The man is

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Natalia Vhorishkova (Wild Card) Natalia recognizes her own savage impulses
Natalia is an unconventional beauty, as aberrant, even for a werewolf, and she has
keeping her dark brown hair short and become fascinated with the psychological
wearing clothing chosen for mobility and need to kill possessed by some humans.
comfort over style. Still, few people can fail to Natalia gives in to her own murderous
be struck by her intense dark eyes, full red impulses as a matter of course, but she has
lips, and sharp features. More than one fool also begun seeking out similar mundane
has fallen in love with her only to meet a killers and pushing them to ever-greater acts
horrific end when she changes into a beast of horror. She is also interested in
while they are alone. In truth, Natalia is a determining if a “normal” person can be
werewolf—a true lycanthrope, born of a turned into a serial killer with the right
legacy of man-eating shapechangers. pressures. Natalia delights in seducing people
While most werewolves are cunning before destroying them—either by turning
predators who snatch lone victims and avoid them into monsters or killing them.
attention to keep potential hunters at bay,
Natalia has long been a bold and fearless Attributes: Agility d10, Smarts d8, Spirit d10,
killer. An encounter with famed monster Strength d10, Vigor d10
hunter Rudolph van Richten gave her pause Skills: Athletics d8, Fighting d8, Intimidation
when the man almost killed her, awakening a d10, Notice d8, Persuasion d8, Stealth d10,
new impulse in her black heart. She seduced Survival d10
the doctor’s friend George Weathermay to Pace: 6; Parry: 6; Toughness: 7
get close to her attacker, but only managed to Hindrances: Bloodthirsty, Overconfident
wound one of Weathermay’s young nieces Edges: Alertness, Assassin, Frenzy, Very
before being driven off. Attractive

248
Special Abilities: his government ruthlessly, but otherwise
• Claws: Str+d8. takes a hands-off attitude toward rulership.
• Fear (–2): Werewolves chill the blood of Strahd’s bargain with Death did indeed give
all who see them. him back his youth. He appears to be a
• Infection: Anyone slain by Natalia’s young nobleman in his mid-twenties with
natural attacks has a 50% chance of rising black hair that is pulled back from his face in
as a werewolf themselves. The character a short tail. His skin has a bluish pallor that is
involuntarily transforms every full moon. hard to see in moonlight, and his ears are
Natalia can command werewolves she slightly tipped; when asked, he typically
spawns as though they were perpetually claims distant elven heritage. When Strahd is
under the effects of the puppet power. angered, his eyes glow red like the pits of hell
• Invulnerability: Werewolves can only be and his canines lengthen into dreadful fangs.
He tends to dress in conservative Barovian
Shaken by weapons that are not silver—
not Wounded. fashion, at least a century out of date.
• Infravision: Werewolves can see heat and
Attributes: Agility d10, Smarts d10, Spirit
halve penalties for bad lighting when
d12, Strength d12+2, Vigor d12
attacking living targets.
Skills: Academics d8, Fighting d10,
• Natural Lycanthrope: Natalia retains her Intimidation d12, Notice d10, Occult d10,
intelligence and skills in her werewolf Persuasion d10, Riding d8, Shooting d8,
shape and can change between her two Spellcasting d10, Stealth d10, Taunt d8
forms as a full-round action. Pace: 6; Parry: 7; Toughness: 10
• Weakness (Silver): Werewolves suffer Hindrances: Arrogant, Vow (Major: protect
normal damage from silver weapons. and defend Barovia)
Edges: Arcane Background (Magic),
Aristocrat, Attractive, Charismatic, Dodge
Strahd von Zarovich (Wild Card) (Imp), Frenzy (Imp), Level Headed,
Count Strahd von Zarovich is the darklord Necromancer, Quick, Rapid Recharge,
of Barovia, an ancient vampire. Once a Wizard
virtuous warrior, Strahd’s years on the
battlefield changed him into a jaded, bitter Special Abilities:
old man. When his younger brother was • Change Form: As an action, Strahd can
engaged to be married, Strahd fell in love change into a wolf, a bat, or a cloud of
with his brother’s fiancée and made a pact mist with a Smarts roll. Changing back
with Death to regain his youth and vitality so into human form requires no roll, just an
that he might pursue her. The pact’s price action. While in mist form, Strahd cannot
was the life of Strahd’s brother—a price attack but is immune to all non-magical
Strahd gladly paid. She rejected him and fell attacks.
to her death while fleeing; in a maniacal rage, • Charm: Strahd can use the puppet power
Strahd stalked through the castle, killing on anyone who finds him attractive using
everyone he found. Smarts as his arcane skill. He can cast
In the centuries since his death, Strahd has and maintain the power indefinitely, but
concealed his undead state from his subjects may only affect one target at a time.
by pretending to be a succession of heirs and
• Children of the Night: Strahd has the
staying out of the public eye for years at a
ability to summon and control wolves or
time. Strahd can fall into melancholy moods
rats. This requires an action and a Smarts
that leave him brooding for months or years
roll. If successful, 1d6 wolves or 1d6
at a time, but he generally finds ways to
swarms of rats come from the
distract himself with matters of state. He
surrounding wilds in 1d6+2 rounds.
purges corruption and incompetence from

249
• Claws/Bite: Str+d4. • Weakness (Sunlight): Strahd catches fire
• Invulnerability: Vampires can only be if any part of his skin is exposed to direct
harmed by their Weaknesses. They may sunlight. After that he suffers 2d6 damage
be Shaken by other attacks, but never per round until he is dust. Armor does
Wounded. not protect him from this damage.
• Sire: Anyone slain by Strahd’s bite has a
50% chance of rising as a vampire
themselves in 1d4 days. Strahd can adjust Victor Mordenheim (Wild Card)
this chance if he wishes (and has time to Victor Mordenheim is one of the
do so)—either by rending the body so preeminent scientific minds in the world, a
thoroughly that there is no chance of man who had single-handedly mastered
turning the victim, or by slowly draining multiple fields, including medicine, biology,
the victim’s life over several nights, thus physics, engineering, and more. He has a
guaranteeing a convert to the legions of voracious drive to learn, and an obsessive
the damned. nature that pushes him to go to
• Spells: Strahd is a powerful necromancer extraordinary—even horrific—lengths to prove
with centuries of experience. He has 25 his theories.
Power Points and knows the following Dr. Mordenheim was once a surgeon who
powers: barrier, boost/lower trait, believed that life was merely a biological
detect/conceal arcana, dispel, process with no mysticism needed. To prove
environmental protection, fear, his theory, he worked to create life in his
light/obscure, smite, summon ally, and laboratory, gaining himself a dire reputation
zombie. in the process. Victor cared nothing for the
• Undead: +2 Toughness; +2 to recover approval of lesser minds, only that he
from being Shaken; immune to poison uncovered the truth. The only thing that
and disease; no additional damage from could inspire his passion outside his work
Called Shots (except for Called Shots to was his wife, Elise. As the years passed,
the heart—see below); ignores 1 point of however, he found that the spark of love
Wound penalties. paled beside the intellectual pursuits he
• Weakness (Fire): Vampires take normal preferred. He and Elise adopted a daughter,
called Eva; Elise hoped that a child would
damage from fire.
distract her husband from his blasphemous
• Weakness (Holy Symbol): A character
research, while Victor hoped that a child
with a holy symbol may keep a vampire at
would distract his wife from bothering him.
bay by displaying a holy symbol. A
In a fit of hubris, Victor used a portion of
vampire who wants to directly attack the
his own flesh, combined with a patchwork
victim must beat her in an opposed test
body made of scavenged corpses, to create a
of Spirit.
new life he called Adam. This creature was
• Weakness (Stake Through the Heart): A everything Victor had hoped for—intelligent,
vampire hit with a called shot to the heart capable of learning, and even creative. Still,
(–4) must make a Vigor roll versus the Victor could find no joy in his success; his
damage. If successful, it takes damage cool nature had become ice cold, leaving him
normally. If Strahd fails this roll, he turns passionless and empty.
to mist and returns to his crypt in Castle A few years later, Adam seemed to go
Ravenloft, where he reforms and requires berserk, killing Victor’s daughter and
at least a day to recover. He can only be maiming his wife before fleeing. Victor could
permanently killed by being found in his find no tears for the two women; instead,
crypt, beheaded, and burned to ashes motivated by a sense of spousal duty more
while he recovers. than anything else, he simply hooked up

250
Elise to an experimental life support machine scene, they feel one another’s pain. If
and began making efforts to save her. either is Shaken or Wounded, the other
Victor feels no sorrow at Elise’s condition, must immediately make a Vigor check or
only the intellectual challenge of saving a life be Shaken as well.
that would be beyond any other man’s ability. • Weird Science: Most of Victor’s scientific
Victor goes through the motions of daily life, experiments are on esoteric functions of
researching his curiosities and occasionally his “enlightened” science, but he
publishing about them, but he has no true possesses a few practical objects in case of
creative spark left in him. Everything he does emergency. Victor has 30 Power Points,
is a stagnant derivative of something he once and he knows the following powers: bolt,
pursued with vigor, almost as though he were boost/lower trait, deflection, and healing.
an empty construct instead of a man. He can have virtually any power available
Victor is an older man, perhaps in his fifties as needed thanks to his Gadgeteer Edge.
or sixties but still vigorous. His dark hair is
shot through with grey, and he has a nasty
scar above his left eye. He is clean-shaven but Vlad Drakov (Wild Card)
otherwise poorly-groomed. Victor has many Born the bastard son of a minor nobleman,
constructs and creations at his service, as well Vlad Drakov grew up resentful of his half-
as one or two human assistants at any given brothers, who would inherit everything
time. despite being less than him in every way.
When he came of age, Drakov forsook his
Attributes: Agility d8, Smarts d12+2, Spirit father’s lands to become a mercenary,
d4, Strength d6, Vigor d6 eventually becoming the commander of his
Skills: Academics d10, Athletics d6, own elite company, the Talons of the Hawk.
Common Knowledge d8, Fighting d4, “Vlad the Hawk” was known as a ruthless
Healing d12, Notice d10, Repair d12, enforcer, happily selling his talents to the
Science d12, Weird Science d12+2 highest bidder with no questions asked. Vlad
Pace: 6; Parry: 4; Toughness: 5 promoted his men only on the basis of their
Hindrances: Arrogant, Doubting Thomas, talents, believing that the only true measure
Ruthless (Major) of a human being was their strength—not
Edges: Arcane Background (Weird Science), blood or heritage.
Gadgeteer, Healer, Mr. Fix-It, Scholar As Vlad grew older, he still relished
(Science) slaughter and bloodshed, but he also longed
Gear: Various scientific implements for validation and glory. He believed that he
could do a far better job of ruling than the
Special Abilities: simpering noblemen who paid him to do
• Darklord of Lamordia: Victor shares his their dirty work while looking down their
damnation with Adam, his greatest noses at him. Vlad took his Talons and set
creation. For the sin of pride, and for his out for parts unknown, seeking a new land to
mistreatment of his family and creation, conquer. He eventually found such a land
he was made darklord. Victor cannot and bent it to his will over the course of a
close the borders of Lamordia, and he generation, finally setting up a military
would not acknowledge such a “mystical” government with himself as both king and
bond even if someone told him about it. general.
Still, he has a vague sense of the land, Though Vlad has been frustrated in his
though he chalks it up to a function of his decades as king of Falkovnia, he remains
“enlightened” intellect. committed to furthering his ideals of rule
• Pain Transference: If Adam and Dr. through strength and merit. Vlad does not get
Mordenheim are present in the same to take the field as often as he would like,

251
being bogged down by the minutiae of his daughter alike. A fit of rage led him to
rulership, but he has remained in murder his wife; when his daughter tried to
extraordinary physical condition for a man of intervene, he beat her to death as well. He
his age. avoided justice for their deaths by concealing
Vlad appears to be a vigorous man in his it as an accident, but suspicions surrounded
late forties or early fifties, but he is actually him. He was haunted by the rumors—and by
almost twice that age. He wears his thick the ghosts of his murdered wife and
brown hair past his shoulders and maintains a daughter. Their torments drove him to
full, thick beard. Even in state meetings, Vlad commit suicide a year later, but death was not
wears a full suit of plate armor and carries a the end for Godefroy. Instead, he found
soldier’s sword. He has a sense of self- himself trapped within his house as a restless
assuredness about him that verges on spirit.
arrogance. Vlad has many wives, mistresses, As a ghost, Godefroy can command the
and concubines, and his estates are filled with loyalty of virtually every other spirit in
his many children and grandchildren. Mordent, due to his ability to draw them into
his home and trap them there. The only
Attributes: Agility d8, Smarts d6, Spirit d10, ghosts he cannot command are those of his
Strength d12, Vigor d10 wife and daughter, who emerge to torment
Skills: Athletics d10, Battle d12, Fighting him nightly. As time has passed, Godefroy
d12+1, Intimidation d12, Notice d10, Riding has found himself able to wander the domain
d10, Shooting d10, Survival d8, Taunt d8 at will, though he is still drawn back to
Pace: 6; Parry: 10; Toughness: 12 (4) Gryphon Manor every morning at dawn and
Hindrances: Arrogant, Bloodthirsty trapped there until nightfall.
Edges: Arcane Resistance (Imp), Block When Godefroy manifests or is seen by
(Imp), Brave, Brawler, Brawny, Brute, those who can view ghosts naturally, he looks
Charismatic, Command, Commanding like an older man with a neatly trimmed
Presence, Counterattack (Imp), Fervor, First beard and grey hair pulled back in a
Strike (Imp), Frenzy (Imp), Hold the Line, nobleman’s ponytail. He is dressed in
Inspire, Nerves of Steel (Imp), Soldier, fashions two centuries out of date, and his
Strong Willed, Sweep (Imp) expression is stern and authoritarian. He is
Gear: Plate armor (+4), long sword (Str+d8), never without his pince-nez glasses or his
hunting bow (Range 12/24/48, 2d6), war walking stick, tipped with a silver griffin’s
horse head.

Special Abilities: Attributes: Agility d6, Smarts d8, Spirit d12,


• Darklord of Falkovnia: Though Vlad Strength d6, Vigor d6
Drakov is the darklord of Falkovnia, he Skills: Common Knowledge d10, Fighting
has so little mystical understanding that d6, Intimidation d12, Notice d12, Taunt d10,
he cannot close the borders of his Stealth d12
domain. He is aware of his “bond with Pace: 6; Parry: 5; Toughness: 5
the land,” and believes that conquering Hindrances: Mean
other nations will allow him to bond with Edges: Menacing
them as well, eventually creating a mighty Gear: Thrown objects (Str+d4)
empire from subjugated lands.
Special Abilities:
• Darklord of Mordent: Godefroy can
Wilfred Godefroy (Wild Card) close the domain’s borders—but only
In life, Godefroy was a cruel and tyrannical until he is called back to Gryphon Manor
man. He terrorized his servants, his wife, and at dawn. He can renew that closing, but

252
there is always a window of escape for a other ghosts, and he deals 2d12 damage
few moments when the sun rises as he when attacking other ethereal beings with
struggles to reorient himself. When he his natural attacks. Any ghosts he beats to
closes the borders, thick fog rises up at “death” instead becomes his slave until
the edges of the domain, and travelers the following sunrise, though he can
who enter the Mists always find permanently destroy ghosts in this
themselves returning to Mordent, manner too.
regardless of their bearing. • Salt: The purifying power of salt can hold
• Ethereal: Ghosts are immaterial and can back a ghost or even damage it. The
only be harmed by magical attacks. ghost cannot cross an unbroken barrier
• Fear (–2): Ghosts cause Fear checks at –2 of salt, and salt counts as a magical
when they let themselves be seen. weapon. Even a thrown handful of salt
• Fetter: Wilfred Godefroy is bound to the inflicts 2d4 damage.
House on Gryphon Hill. So long as it • Telekinesis: Godefroy can use the
stands, he cannot be truly destroyed—only telekinesis power using Spirit as his
temporarily dispersed. If he is “killed,” arcane skill at no cost, but no more than
he reforms in his home the next night at once per round.
sunset.
• Lord of Ghosts: Wilfred’s attacks count
as magical for the purpose of harming

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