Chapter Three
The punishment cannot be life threatening Hit Dice Special Powers
(nothing more severe than a Frustrating curse), but
it must slowly worsen each day that the quest is 4 or fewer None
ignored. Likewise, following the geas should
gradually cancel the punishment. Returning to the 5-7 Enervating Touch (Su)
geas is considered the curse's escape clause.
8-11 Fast Healing (Ex)
For example, a subject might shrink 10% in
height each day she violates the geas. Each day the 12+ Aura of Fear (Su)
creature returns to the geas, she reverses one day
of shrinkage. Enervating Touch (Su): This touch attack per-
Use the severity of the additional punishment forms just as the enervation spell.
to evaluate the effectiveness of remove curse in
alleviating the effects of a geas. Fast Healing (Ex): You recover 1 hit point of
Lesser Planar Ally: See Conjuring (Calling). damage per round.
Lesser Planar Binding: See Conjuring (Call-
ing). The called creature receives a +2 bonus to Aura of Fear (Su): This power performs as the
any attempts to escape from the magic circle you
have prepared for it. The methods by which a spell fear, except that the area affected is a sphere
called creature can try to escape are listed in the
spell description. surrounding you at all times, not a cone.
Limited Wish: This spell functions only if the
Dark Powers allow it to. The Dark Powers usually These special powers are cumulative. Hence, a
grant the wish, but they always try to pervert its
intent. Thus, this spell rarely performs as desired 12 HD monster would enjoy all three.
when cast in Ravenloft. When evil characters wish
for something dark and twisted, they have a 50% If the host's corpse is not destroyed within 24
chance of receiving their wish exactly as
requested, indicating that the Dark Powers deemed hours of death, it animates with your life force. If
the wish's intent to be already corrupted.
A wish intended to allow you to escape from the head or torso has been destroyed, you die.
Ravenloft, destroy a darklord, or otherwise violate
one of the basic tenets of the land simply fails. Your original body also animates as an undead
Any wish used for evil requires a powers check.
Locate Creature: As locate object, but a creature under your control. This creature has no
darklord can always attempt a Will save to avoid
being discovered by this spell. If the darklord Intelligence score and only half as many Hit Dice
succeeds at this saving throw, he also instantly
knows the location of the person who cast it. as you had caster levels. The DM can choose the
Locate Object: See Closed Domain Borders.
This spell cannot detect a subject on the other side specific type of undead creature created.
of a domain border, even if it is within the spell's
normal range — or even within eyeshot. Lastly, the life force of the host remains
Magic Jar: This spell undergoes disturbing
changes. If your host's body is slain, your spirit trapped in the jar. This imprisoned life force
does not necessarily return to the magic jar. You
must succeed at a Will save or be bound to your should be considered a ghost, and it may
host's corpse. If the save succeeds, the spell works
normally. Otherwise, you become an undead eventually learn to reach out from its prison to
monster occupying the host's body; add the
"Undead" special quality (see the Monster avenge itself.
Manual). In addition,
you receive special powers depending on the Destroying the receptacle usually kills the life
previous HD of your host body:
force within it but does not end the spell. When
the spell duration runs out your life force is still
expelled from the host's body but is unable to
return to your own body, becoming a ghost.
Casting this spell requires a powers check.
Mass Suggestion: See Enchantment, Mind-
Affecting.
Miracle: As limited wish.
Modify Memory: This spell can negate the
effects of a failed Fear or Horror save and can be
used to restore memories lost to failed Madness
saves. You either wipe the memory of the event
from the subject's mind or alter the subject's
memory so that the horror of the situation is
masked.
The spell can cause sinister effects as well. If
used to force a subject to relive a scene that was
originally cause for a Horror save, the subject acts
as though she were really there. If the results of a
previous Horror save for that situation failed, then
the results of that check may come back to haunt
the victim. For example, if the previous result had
been Aversion, the character again feels the need
to run in horror.
100
The Ways Of The World
If the previous Horror save succeeded, the subject Raise Dead: This spell requires the deceased
must make a new Horror save, with a +1 morale creature to make a Fortitude save at DC (30 -
bonus for having survived the scene before. caster level). If the save succeeds, the spell
performs normally. If the creature fails its save, it
Keep in mind that this spell cannot be used to animates as an undead creature with HD equal to
alter a subject's personality or alignment. Even if a the subject's character level. The DM may choose
good character is given the memories of a foul the type of undead creature the subject returns as,
villain, she continues to follow her conscience — but this spell cannot create liches. The newly
perhaps coming to believe that she has "reformed." created undead creature is free willed.
Making a person relive a scene of horror al- Casting this spell requires a powers check.
most certainly warrants a powers check. Refuge: See Teleportation.
Reincarnate: In Ravenloft, this spell may
Negative Energy Protection: Ravenloft insu- actually reincarnate a person as an undead crea-
lates undead creatures from the influence of other ture, as the Dark Powers funnel the returning spirit
planes. Thus, the attacking undead creature suffers into a random corpse rather than a living animal.
only 1d6 points of damage from the positive en- To determine whether this occurs, the returning
ergy, and if it succeeds at a Fortitude save, it takes spirit must make a Will save at DC (20 - caster
no damage from the spell at all. level). If the saving throw is successful, the spell
performs normally. If the save fails, the spirit re-
Neutralize Poison: See Closed Domain Bor- turns as an undead creature.
ders. To determine the type of undead creature
created, roll on the table on page 244 of the
Nightmare: If the victim is killed by the Player's Handbook to determine the species of the
damage inflicted by this spell, she returns from new incarnation, then apply the "Undead" special
death as an allip bastellus. This creature is free quality. The undead creature should have HD
willed but remembers nothing of its mortal life, so equal to the deceased creature's character level.
it does not seek revenge. Casting this spell requires a powers check.
Remove Curse: Remove curse works poorly
Casting this spell requires a powers check. in Ravenloft, where its duration is limited rather
Planar Ally: See Conjuring (Calling). than instantaneous. The subject of the spell must
Planar Binding: See Conjuring (Calling). make a successful Will save to be temporarily rid
Plane Shift: See Teleportation. This spell can of a curse, modified by the curse severity; see the
transport you or another subject to a different bestow curse listing for specific modifiers. The
domain. To choose a specific domain as your des- duration of relief is only 10 minutes per caster
tination, you must have personally visited it at level.
least once. If you do not specify a destination, you Remove Fear: This spell applies to Fear and
appear in a random domain. You appear at a Horror saves as well as magical fear effects.
random location within the targeted domain. Resurrection: As raise dead.
Project Image: See Illusion (Shadow). The Scrying: See Divination (Scrying). Any crea-
duplicate is so real that it becomes partially tan- ture in a different domain is considered to be on
gible; the image can manipulate objects with an another plane for the purposes of this spell.
effective Strength of 1. If you fail your Scry check, the spell reveals
Protection from Good: Casting this evil spell only a random location within the Mists. You will
does not require a powers check. normally see only an image of swirling fog, but
Protection from Evil: This spell affects only there is a 10% chance of glimpsing some horrid,
those subjects known to be evil — it cannot be evil creature, prompting a Horror save.
used to "sniff out" evil that hasn't previously been Shadow Conjuration: See Illusion (Shadow).
substantiated. This is a very delicate matter best Shadow Evocation: See Illusion (Shadow).
handled at the discretion of the DM. Exactly how
someone quantifiably knows that another is evil,
even in the definitive terms of the alignment axes,
is a matter of personal experience.
Prying Eyes: If a returning eye replays a
scene that would normally require you to make a
Horror save, you must still make the saving throw.
However, your distance from the scene grants a +4
circumstance bonus to your save.
101
Chapter Three
Shadow Walk: This spell still enables you to Sunburst: As sunbeam.
move from place to place as described in the Symbol: As glyph of warding.
Player's Handbook. However, even though this Sympathy: See Detecting Alignment.
spell transports you to the brink of the Plane of Teleport: See Teleportation. Should a "Mis-
Shadow, the Mists prevent you from traveling hap" result in one or more characters taking
even one step beyond their clutches. You cannot enough damage to reduce them to 0 or fewer hit
use this spell to cross closed domain borders or points, their bodies warp or merge to become a
escape to another plane. single, twisted broken one. (Broken ones will be
detailed in Denizens of Darkness; DMs without
Slay Living: Casting this spell requires a that accessory can use Calibans instead.)
powers check. Teleportation Circle: See Teleportation.
Teleport without Error: See Teleportation.
Soul Bind: If the focus gem is destroyed Some areas of Ravenloft change quite often, so
while a soul is still trapped within it, the freed consider that a "reliable description" of the target
spirit becomes an incorporeal undead creature (of locale may not be as reliable as it seems.
the DM's choice) with total HD equal to the Transport via Plants: See Closed Domain
deceased creature's character level. This spirit is Borders.
free willed. Trap the Soul: This spell works normally in
Ravenloft, with the following clarifications:
Casting this spell requires a Powers check. If casting the spell involves speaking the sub-
Speak with Dead: Casting this spell requires ject creature's name, this must be the creature's
a powers check. true name. A nickname, pseudonym, or alias will
Spectral Hand: This spell's duration is not suffice, even if it is the name by which the
doubled to 2 minutes per level. Casting this spell creature is most commonly known.
requires a powers check. Conjuring spells are unreliable in Ravenloft. If
Spell Turning: In the case of a resonating you use the "spell completion" option when
field, a die roll of 98 to 100 normally sends both casting this spell, the targeted creature receives a
spellcasters into the Mists, not another plane. If +2 bonus to its die rolls (including SR and/or Will
you are in a domain with closed borders, both save) to resist.
spellcasters take 1d10 points of damage, then roll See Extraplanar. Outsiders and elementals are
again on the chart until you receive a different the only creatures you can demand a service from
result. Both spellcasters take 1d10 additional upon freeing them.
points of damage each time the dice roll results in Tree Stride: See Closed Domain Borders.
a roll of 98 to 100. True Resurrection: As raise dead.
Status: While this spell does not allow the True Seeing: This spell functions as described
cleric to determine whether or not a friend affected in the Player's Handbook, with the following clari-
by this spell is controlled, mesmerized, charmed, fications:
and so on, it reveals whether the character is You can use this spell to see ethereal creatures
horrified, diseased, or afflicted by a "natural" men- and resonance (see "Ghosts" in chapter 5). Unless
tal problem (even one that is a result of a failed these objects have an obviously ghostly appear-
check). ance, however, you do not automatically sense that
Storm of Vengeance: See Weather. they are ethereal.
Suggestion: See Enchantment, Mind- The spell also states that the subject sees the
Affecting. true form of polymorphed, changed, and trans-
Summon Monster I-IX: See Conjuration muted things. In Ravenloft, this generally refers
(Summoning). only to changes created through spells or spell-like
Summon Nature's Ally I-IX: See Conjura- powers, not supernatural or extraordinary abilities.
tion (Summoning). Thus, natural shapechangers like vampires,
Summon Swarm: See Conjuration (Sum- lycanthropes, and doppelgangers always appear in
moning). their current form, whatever their true form may
Sunbeam: The light from this spell is consid- be.
ered to be equal to true sunlight. Therefore, in
addition to the normal damage inflicted, it harms
creatures vulnerable to sunlight as if they were
standing outside on a clear day.
102
The Ways Of The World
The divine version of this spell allows the Altered Magic Items
subject to discern only ethical alignment, not
moral alignment. The Dark Powers hold magic items in
Ravenloft to the same changes and limitations as
Unhallow: The effects of this spell stack with the spells above. If a magic item has a power that
the penalties applied by a sinkhole of evil. If you duplicates a spell effect, it suffers the same
fix a spell effect to the unhallow site, the effect alterations as that spell. This section details a few
lasts for two years, not one (see Detecting additional changes that apply only to magic items.
Alignment). Casting this spell requires a powers
check. Special Abilities
Unholy Aura: You get a +1 bonus to the Any aspect of a Dungeon Master's Guide spe-
effective spell level. Casting this spell requires a cial ability not listed here performs normally in
powers check. Ravenloft.
Unholy Blight: You get a +1 bonus to the Disruption: Undead creatures get a +2 bonus
effective spell level. Casting this spell requires a to their Fortitude save.
powers check.
Etherealness: See Ethereal.
Vampiric Touch: For every die of damage Ghost Touch: This ability performs normally
you inflict, the subject takes 1 point of permanent in Ravenloft. As a note, these items are created by
hit point damage unless a cleric casts lesser fusing material objects to their own ethereal reso-
restoration on the subject within one day, nance.
restoration within one week, or greater Spell Storing: Storing a spell incurs the same
restoration within thirty days. chance of failing a powers check as casting it.
Unholy: Crafting these items requires a pow-
Three days after being killed by this spell, the ers check.
victim's body animates as a fledgling vampire (or
vampiric spawn, if the victim had 4 or fewer HD) Intelligent Items
unless the appropriate preventative measures are
taken. If you are present when this happens, the Intelligent magic items can be a powerful
new vampire must attempt a Will save. Failure source of evil in Ravenloft. Many evil artifacts
means that the creature falls under your control; possess at least some manner of rudimentary cun-
success means that it is free willed. If you are not ning, allowing them to appeal to the base nature of
present when the vampire animates, it automati- their possessors. Evil items in Ravenloft get a +5
cally becomes free willed. A free-willed vampire bonus to their Ego score. If a evil item succeeds at
despises you and seeks to avenge itself. dominating its possessor, there is a 50% chance
that the item will present itself to the nearest
Casting this spell requires a powers check. darklord, seeking a more "worthy" owner.
Vanish: See Ethereal. The vanished object is
merely shunted to the Near Ethereal. Any creature Cursed Items
capable of seeing into the Near Ethereal (via
spells, abilities, and so on) can see the vanished When someone creates a magic item while
object, which remains in the same position relative under the influence of powerful emotions, or with
to its surroundings. dark intentions — as with a vengeful wizard who
Wail of the Banshee: This spell's range is crafts a weapon to slay those who wronged her —
extended to Close (25 feet + 5 feet/level). Any she may unwittingly lay a curse into her own
female humanoid (not necessarily an elf) killed by creation. The DM should judge the character's
this spell becomes a ghost with the frightful moan intent just as if she had crafted a curse of
special attack. The new spirit is free willed and vengeance (see "Curses," earlier in this chapter);
almost certainly tries to wreak vengeance upon in this case, the character lays the curse through an
you. item, not words.
Casting this spell requires a powers check.
Wish: As limited wish. Cursed items are powerful and dangerous in
Word of Chaos: See Abjuration, Extraplanar. Ravenloft. The severity of an item's curse grants
A creature banished to another domain cannot an unholy bonus to all saving throws:
come within sight of you for one full day.
Word of Recall: See Teleportation.
103
Chapter Three
Curse Severity Saving Throw Penalty Censer of Commanding Air Elementals: See
Conjuration (Summoning).
Embarrassing 0 Cloak of Etherealness: See Ethereal.
Crystal Ball: As scrying.
Frustrating +1 Crystal Hypnosis Ball: The user comes under
the influence of the darklord of the domain in which
Troublesome +2 the item is used.
Cubic Gate: The gates opened by the cube are
Dangerous +3 one-way only, leading into Ravenloft. Unwitting
outsiders may enter, but characters cannot escape the
Lethal +6 Realm of Dread.
Darkskull: Crafting or bearing this item re-
Also, a new form of curse is common in quires a powers check.
Ravenloft: Demon Armor: Crafting this item requires a
powers check.
Power for a Price: The item does not have a Dimensional Shackles: As dimensional anchor.
set number of charges. Instead, the user can build Efreeti Bottle: This item is difficult to create in
up charges by using the item to perform a specific Ravenloft; see Conjuration (Summoning).
act. This act — the "price" paid for the item's Flask of Curses: In Ravenloft, the curses
powers — is typically related to the effect of the unleashed by this item can be even more dangerous.
desired power and always requires a powers Roll on the following table to determine the severity
check. An example is a sword with powers that of the curse freed from the flask, then refer to the
can be used only after its blade has taken a "Curses" section to flesh it out:
humanoid life. % Roll Curse Severity
01-30 Embarrassing
In some cases, these items may have reduced 31-50 Frustrating
effects. As an example, a cursed gauntlet might be 51-70 Troublesome
enchanted to cast remove disease with a touch. 71-90 Dangerous
Rather than simply eliminating the disease, the 91-00 Lethal
cursed gauntlet draws the sickness into itself. The Crafting this item requires a powers check.
next time the gauntlet is used, its touch acts as a Gem of Seeing: As true seeing.
contagion spell. The gauntlet cannot be used to Hand of Glory: Crafting this item requires a
remove disease again until the disease has been powers check. In Ravenloft, these items can be made
"discharged" into a victim. only from the hands of executed criminals.
Hand of the Mage: In Ravenloft, these items
Magic Items in Ravenloft can be crafted from the hands of elven wizards or
hags.
Using any item that simply mirrors a specific Helm of Opposite Alignment: The involuntary
spell effect (as with scrolls, wands, and items like alignment shift caused by this item requires a
brooms of flying) warrants a powers check just as Madness save.
if the spell had been cast. This section lists Helm of Telepathy: See Enchantment, Mind-
additional magic items from the Dungeon Master's Affecting
Guide that suffer specific changes. Helm of Teleportation: See Teleportation.
Holy Avenger: Darklords get a +4 insight bonus
Amulet of the Planes: As plane shift. to their Scry checks when detecting the disruption
Assassin's Dagger: Crafting this item requires caused by a paladin wielding this weapon.
a powers check. Horn of Valhalla: The conjured barbarians are
Bag of Holding: If a bag of holding is placed always evil. They obey the commands of the horn's
within a portable hole (or vice versa), the items possessor in merciless, bloodthirsty fashion.
implode, destroying both items and anything
stored within them. Any creature (except
darklords) within a 10-foot radius must make a
Fortitude save (DC 20) or be wrenched through
the implosion to a random location in Ravenloft,
taking 10d6 points of damage in the process.
Bowl of Commanding Water Elementals:
See Conjuration (Summoning).
Bracelet of Friends: See Teleportation.
Brazier of Commanding Fire Elementals:
See Conjuration (Summoning).
Cape of the Mountebank: See Teleportation.
104
The Ways Of The World
If the barbarians do not have any opponents to
fight, they gladly turn on each other.
Iron Flask: Crafting this item requires a pow-
ers check. Captured creatures are free to act as
they wish after their hour of service has elapsed.
These creatures are usually highly hostile toward
the flask's user.
Life-Drinker: Crafting or using this item re-
quires a powers check.
Mace of Blood: The involuntary alignment
shift caused by this item requires a Madness save.
Crafting this item requires a powers check.
Mace of Smiting: Crafting this item requires a
powers check.
Mask of the Skull: As finger of death.
Crafting or using this item requires a powers
check.
Medallion of Thought Projection: See Mind-
Affecting.
Medallion of Thoughts: See Mind-Affecting.
Mirror of Life Trapping: As imprisonment.
Crafting this item requires a powers check.
Mirror of Mental Prowess: See Mind-
Affecting, Divination (Scrying), Teleportation.
The mirror cannot answer questions in Ravenloft.
Mirror of Opposition: Crafting this item re-
quires a powers check.
Necklace of Prayer Beads: Crafting a bead of
smiting (unholy blight version) requires a powers
check. Beads of summons do not function in
Ravenloft.
Necklace of Strangulation: Crafting this item
requires a powers check.
Nine Lives Stealer: Crafting this item or
using its death-dealing ability requires a powers
check.
Oil of Timelessness: This oil can be used to
preserve the flesh of corporeal undead.
Orb of Storms: See Weather.
Periapt of Foul Rotting: Crafting this item
requires a powers check.
Periapt of Health: This item offers only a +4
luck bonus against supernatural diseases.
Phylactery of Faithfulness: This item does
not function in Ravenloft. The Dark Powers de-
mand that mortals rely on their own judgment.
Pipes of the Sewers: See Enchantment.
Portable Hole: See bag of holding.
Ring Gates: See Teleportation.
Ring of Djinni Calling: See Conjuration (Call-
ing).
105
Chapter Three
Robe of Stars: See Astral. The wearer cannot Altered Minor Artifacts
use this item to travel to the Astral Plane.
Book of Vile Darkness: In addition to the
Rod of Alertness: This item cannot detect effects already listed, an evil divine spellcaster
moral alignment, but it can detect harmful intent. who reads this book gains just enough experience
points to gain two experience levels. Any good
Rod of Rulership: See Enchantment. Using character who reads the unholy text must make a
this item to command undead creatures or evil Madness save (DC 15).
outsiders to do your bidding requires a powers
check. Sphere of Annihilation: Using the sphere to
destroy a living creature requires a powers check.
Rod of Security: In Ravenloft, the "pocket Casting gate on a sphere of annihilation cannot
paradise" created by this powerful item is consid- tear open a planar rift; the sphere merely vanishes
ered a tiny domain. The Dark Powers immediately in a massive explosion, inflicting 2d6x10 points of
seek out a suitable darklord from among the crea- damage to everything within a 180-foot radius.
tures that enter the space. When a darklord is
chosen, the domain becomes fixed; creatures can Staff of the Magi: This artifact's plane shift
remain within its borders indefinitely. Unfortu- power does not function in Ravenloft. Attempting
nately, the "paradise" also slowly warps to suit the to use the power does not drain any charges.
corrupt nature of its lord. The rod of security does
not function in domains with closed borders. Talisman of Pure Evil: To be considered
Darklords cannot enter the "pocket paradise." "exceptionally foul and perverse," the wielder
must be a darklord or an evil outsider. Using this
Rod of Withering: Crafting or using this item item requires a powers check.
requires a powers check.
Talisman of Pure Good: To be considered
Scarab of Death: Crafting this item requires a "exceptionally pure in thought and deed," the
powers check. wielder must be Innocent. If a victim swallowed
by the rift was a darklord, he or she may have
Slaying Arrow: Crafting theis item requires a prepared contingencies that will allow an eventual
powers check. return from death.
Stone of Commanding Earth Elementals: Major Artifacts
See Conjuration (Summoning).
Major artifacts possess amazing powers far
Sun Blade: As sunbeam. beyond the capabilities of mortal magic. At the
Sword of Life Stealing: Crafting or using this DM's discretion, the abilities and spell effects
item requires a powers check. created by major artifacts may remain unchanged
Sword of the Planes: Ravenloft lurks in the in Ravenloft. Major artifacts may even possess the
Deep Ethereal, so this weapon carries a +3 bonus. power to pass through closed domain borders or
Trident of Fish Command: See Enchant- burst free of Ravenloft's clutches entirely.
ment. However, evil, intelligent major artifacts may not
Well of Many Worlds: This item does not want to leave.
function in Ravenloft.
106
The Dread Realms
et from those flames No light, but rather Unfortunately, securing such reliable passage has
darkness visible Served only to discover a hefty price. Merely tracking down a Vistani
sights of woe, Regions of sorrow, doleful caravan and then convincing the gypsies to
shades where peace consider one's request are formidable tasks in
And rest can never dwell, hope never comes themselves. The Vistani usually charge whatever
That comes to all. they feel the traveler can afford, whether coin or
— John Milton, Paradise Lost valued possessions. Often they require their
This chapter describes most of the known customer to complete an unfathomable and
domains of Ravenloft. Particular attention is de- dangerous task in return for their services.
voted to those domains that might be homelands
for Ravenloft PCs. The catalogue that follows is Other options do exist, however. As contact
by no means comprehensive. Other domains between the various domains has improved, per-
almost certainly exist, and as the ages roll on, the ceptive explorers and merchants have ascertained
Land of Mists will no doubt continue to grow like that travel through the Mists may be unpredictable,
a creeping cancer, spawning new lands brimming but it is far from random. Entering the Mists along
with new nightmares. a particular bearing in a particular domain leads to
the same distant location . . . more often than not.
Traveling the Dread Realms The consistency of this strategy is less than
perfect, however. These so-called Mistways can
Journeying from one domain of Ravenloft to lead hikers, caravans, or vessels far astray from
another — and even within the bounds of a their intended destination. For example, journey-
domain — can be a perilous and maddening ing due south from Hazlan and into the Mists
undertaking. The Land of Mists has its share of usually takes a traveler to southeastern Pharazia.
physical dangers, including treacherous terrain and Occasionally, however, that same Mistway leads
waters, inclement weather, and wild predators. to eastern Vorostokov or northern Sri Raji.
These hazards aside, overland travel often Particularly insidious Mistways ground seagoing
involves risks that are subtler, though just as vessels suddenly on dry land; one route strands
hindering and frightening. ships that sail the Nocturnal Sea in Har'Akir's
sands. Although many Mistways function in both
Travelers learn quickly that in the embrace of directions, some do not. Canny travelers never
the Mists, time and distance can be meaningless. assume that reversing their route will deliver them
When surrounded by the roiling vapors, a dreadful safely home. Despite these troublesome qualities,
numbing sensation settles over a traveler's percep- however, those who brave the Mists have begun to
tions, a chill of the mind rather than the body. The studiously chart the Mistways, recording the
passage of time is difficult to discern, and space domains they link as well as their reliability.
seems to ebb and flow around the traveler.
Without open sky or landmarks, navigation is Even journeys through the open countryside of
essentially impossible. Modern magnetic a domain have their own dilemmas. While
compasses spin in sluggish circles or stand distances that separate settlements or sites are
motionless. Many travelers emerge from the Mists normally stable, some travelers have found that the
as if from a nightmare, convinced they have been landscape plays with their minds in devilish fash-
trekking through the vapors for mere minutes or ion. A woodsman might discover that a journey
many tedious months. Inevitably, their perceptions that normally takes only a few hours, one that he
differ widely from the reality; most journeys has made dozens of times in the past, suddenly
through the Mists take a few days, though almost necessitates an arduous trek of a week or more.
any stretch of time is plausible. Such strangeness has a tendency to manifest at the
worst possible moment, such as when ravenous
For these reasons, travel between the Core, horrors worry a traveler's steps. Most folk believe
clusters, and islands is problematic. Since the that this phenomenon is a matter of perception,
dawn of history, the Vistani have traditionally perhaps a fugue brought on by an encounter with
served as solemn guides for Mist travelers. The the Mists. Surely the land itself could not be
gypsies seem to understand the roiling mysteries changing beneath their feet?
of the Mists intuitively, and though the route they
follow may be long and arduous, they almost
always bring their charges safely to their proper
destination.
109
Chapter Four
Charted Mistways Domain Format
When a Mistway fails to deliver travelers to The domain descriptions in this chapter adhere
the expected location, it is said to have drifted. to the format outlined below.
Most Mistways have moderate reliability, drifting
30% of the time. Mistways with poor reliability Cultural Level: The Cultural Level of a do-
drift 50% of the time, while exceedingly rare main describes the degree of technological and
Mistways have excellent reliability, drifting only social advancement that dominates the local soci-
10% of the time. When a Mistway drifts, it ety. This in turn dictates what kinds of goods and
usually leads travelers to a random location in services can be obtained in the domain. Some
Ravenloft, though a handful of Mistways have a domains may have more than one Cultural Level
perplexing habit of consistently drifting to the because of size or an unusual society. See chapter
same point. 1 for descriptions of Cultural Levels and chapter 2
for guidelines on how to implement them.
In recent years, explorers and mariners have
identified the Mistways listed below. Conferring Landscape: Each domain has an ecology rat-
names on known Mistways has become a popular ing, which determines how certain summoning
practice, as it allows navigators to refer to the spells function (see chapter 3). Appropriate cli-
routes unambiguously. mate and terrain categories referenced in the
Dungeon Master's Guide and Monster Manual are
The Bleak Road: Southern Barovia — also included. The bulk of this section provides a
North-em Vorostokov (Poor Reliability, Two- description of the domain's topography, vegeta-
Way). tion, bodies of water, climate, architecture, and
other notable features.
The Emerald Stream: Northern Sea of Sor-
rows — Eastern Sri Raji (Moderate Reliability, Major Settlements: The most important
Two-Way). settlements in the domain are listed in alphabetical
order with their populations. Assets and gold piece
The Heretic's Egress: Southwestern G'Henna limits can be derived using the town ratings pre-
— North-Central Darkon (Moderate Reliability, sented in chapter 4 of the Dungeon Master's
Two-Way). Guide. Other settlements may exist in large
domains but will generally be of insignificant size.
The Jackal's Ruse: East-Central Nocturnal
Sea — Western Har'Akir (Moderate Reliability, The Folk: The domain's approximate total
One-Way). population is given, with a breakdown by race.
Unless otherwise noted, "dwarves" are hill
Leviathan's Clutches: West-Central Sea of dwarves, "elves" are high elves, "gnomes" are rock
Sorrows — Saragoss (Excellent Reliability, One- gnomes, and "halflings" are lightfoot halflings.
Way). "Other" indicates a mixture of standard nonhuman
races (calibans, dwarves, elves, gnomes, half-
The Path of Innocence: Southern Valachan elves, half-Vistani, and halflings) that are not
— Northern Odiare (Poor Reliability, One- explicitly cited, as well as a smattering of living,
Way). intelligent monsters that can pass for human (such
The Road of a Thousand Secrets: Southern as lycanthropes and doppelgangers). Undead are
Hazlan — Southeastern Pharazia (Moderate not included in population statistics, except in
Reliability, Two-Way). special cases; neither are full-blooded Vistani.
The Shattered Passage: Southern Kartakass Other special populations may be listed if they are
— Northeastern Bluetspur (Moderate significant (such as the goblyns of Forlorn). The
Reliability, One-Way). languages and religions of the domain are both
The Shrouded Way: Northwestern Darkon listed in descending order of popularity. The
— Southern Paridon (Moderate Reliability, Two- official or dominant language(s) and religion(s), if
Way). any, are labeled with an asterisk. The rest of this
Via Corona: Northeastern Darkon — Eastern section describes the physical appearance of native
Nidala (Moderate Reliability, Two-Way). humans, local dress, and the general demeanor and
The Wake of the Loa: Northwestern Noc- customs of the domain's inhabitants.
turnal Sea — Northern Souragne (Moderate
Reliability, Two-Way). The Law: This section includes the domain's
The Way of Venomous Tears: Southwestern form of government, its current ruler, and a
Sea of Sorrows — Northeastern Rokushima description of how law and order is maintained.
Taiyoo (Poor Reliability, Two-Way).
110
The Dread Realms
Not all domains have a centralized authority, and "What Domain Are YOU From?"
some have no formal government at all.
The term "domain" is used throughout this
Trade and Diplomacy: This section lists the chapter for the sake of convenience. Here it
domain's important resources, including refers to an area in the Land of Mists that is
foodstuffs, raw materials, crafted items, and other controlled by an imprisoned darklord. It is worth
more unusual assets, such as knowledge or culture. noting, however, that the word does not carry the
The names of local com denominations, if any, are same meaning for Ravenloft's inhabitants.
listed here as well. A description of the domain's Although they may refer to a particular domain
relationships with other domains follows, includ- as a "domain," folk may also call it a realm,
ing political, military, and economic alliances and barony, kingdom, nation, and so forth.
rivalries. Conversely, some domains are regarded merely
as wild or haunted regions without well-defined
Characters: This section provides guidelines borders or any political identity.
for designing characters native to the domain. The
classes, skills, and feats that are listed here are It is essential to remember that the natives of
particularly appropriate for the domain's inhabit- Ravenloft are "inside the black box." Unlike you,
ants; all are drawn from either the Player's gentle reader, they do not have the privilege of
Handbook or chapter 2 in this book. The skills perusing a book that presents the truth about
Knowledge (geography) and Knowledge (local) their world. They aren't aware that the
are almost always appropriate selections for geographical and political divisions of their
characters, regardless of domain Feat "derivatives" world are enforced by faceless, menacing
refers to those feats that have the cited feat as a powers. They don't understand that their reality
prerequisite. For instance, "Power Attack (plus operates according to principles that would be
derivatives)" includes Power Attack itself as well deemed mad on other worlds. And they certainly
as Cleave, Improved Bull Rush, Sunder, and Great don't use such terms as "domain," "darklord," or
Cleave. These classes, skills, and feats are only "Ravenloft," at least in the same sense that
suggestions, there are no absolute restrictions on Ravenloft players and DMs do.
the options available to Ravenloft characters.
111
Chapter Four
The Core Crystalline mountain streams quickly transform
into broad, mighty rivers that wind their way
The Core is the most densely populated and through the thickly forested dales. Numerous vital
well-traveled region in the Land of Mists. There waterways begin their journey across the Core
are more known domains within the Core than high in the Barovian Balinoks — the Gundar,
there are beyond it, lending weight to its standing Luna, and Nharov Rivers to the west and the Ivlis
as the veritable center of the world. It is a rugged, and Saniset Rivers to the east. With the exception
temperate land characterized by both bustling vil- of the upper reaches of Mounts Baratok and
lages and trackless wilderness. The Balinok Ghakis, the domain is dominated by ancient
Mountains are the principal geographic feature of forests, broken only occasionally by mossy
the Core, running north to south across the center meadows. At night, hulking wolves stalk the
of the continent. The mysterious Shadow Rift, a woods, and the skies swarm with huge, screeching
yawning chasm filled with black fog, interrupts the bats. Lake Zarovich, one of the largest freshwater
Balinoks near the center of the Core. The Core's bodies in the Core, is nestled between Mounts
frontiers are defined to the north and south by the Baratok and Ghakis, along the Old Svalich Road.
Mists, to the east by the Nocturnal Sea, and to the This highway is the sole link between the eastern
west by the Sea of Sorrows. and western Core south of the Shadow Rift. Thus,
despite Barovia's forbidding landscape, a
Although the landscape varies from domain to surprising number of merchants and pilgrims
domain in the Core, some generalizations about travel through the realm each summer, urgently
the continent as a whole can be made. To the east crossing the Balinoks before the Old Svalich
of the Balinoks, densely forested river valleys and becomes impassable again in late autumn.
floodplains dominate, with most waterways flow-
ing toward the Sea of Sorrows. West of the Most buildings in Barovia are constructed of
mountains, sweeping grasslands stretch out on an brick and dense timber that is plastered and
upland plateau to the shores of the Nocturnal Sea. painted deep russet or light dun. Many homes and
The temperate climate has a regular cycle of sea- shops are adorned with rows of mineral-flecked
sons, though weather extremes are common in stones set into the plaster. The thatched rooftops
many domains. The Core is a region of both pros- are steep and set with tiny, leaden rose windows in
perity and misery, where a host of tyrants skulk in the gables. In the spring, window boxes overflow
their dark manses and plot endlessly against one with vivid flowers, and harvest time brings
another. The villages hum with thriving commerce pumpkin lanterns, intended to keep the minions of
and intrigue, while cunning predators, both natural evil at bay. One of the realm's most remarkable
and aberrant, stalk the wilds. features is the ring of perpetual fog that surrounds
the village of Barovia. Although Barovia's winters
Barovia are long and brutal, the remainder of the year is
mild, characterized by gentle precipitation and
Cultural Level: Medieval (7). sun-dappled days.
Landscape: Full Ecology (Temperate Forests,
Hills, and Mountains). Straddling the loftiest Major Settlements: Barovia (pop. 500),
reaches of the Balinok Mountains, Barovia (ba- Krezk (pop. 2,000), Immol (pop. 1,600),
RO-vi-a) is a harsh, rural domain held in the grip Teufeldorf (pop. 3,500), Vallaki (pop. 1,500),
of tyranny and superstition. Its landscape is domi- Zeidenburg (pop. 4,600).
nated by the Balinoks, in particular by the twin
snow-capped peaks of Mounts Baratok and The Folk: Population — 27,7000. Humans
Ghakis. The mountains run like a craggy spine 98%, Half-Vistani 1%, Other 1%. Languages —
down the center of the realm, spreading east and Balok,* Luktar, Vaasi, Sithican, Forfarian, Thaani.
west to include the rugged hills on either side of Religions — the Morninglord,* Ezra, Hala.
the range. The Balinoks within Barovia are
particularly treacherous, characterized by jagged The two dominant human ethnic groups are
outcroppings and sheer cliffs. Travel is made all the Barovians and the Gundarakites. Both groups
the more perilous by the ice and snow that choke tend toward thick, stocky builds with broad shoul-
mountain passes nine months out of the year. ders and wide hips. Skin tones run from pale olive-
The narrow valleys that cut the slopes of the tan to light brown.
Balinoks widen to the east and west.
112
The Dread Realms
Men grow their hair to
a medium
length,generally to just
above the shoulder.
Women wear their hair
long, with younger
women frequently
braiding their locks.
Most men wear thick,
drooping mustaches,
though beards are
common only among
younger men.
Barovians and
Gundarakites also dress
in a similar manner.
Men wear loose white
shirts, embroidered
sheepskin vests, and
dark breeches. Women
wear blouses and long
skirts and cover their
heads with kerchiefs.
Barovian women favor
black, gray, and dark
brown colors and wear
the kerchief only when
married. Gundarakite
women dress in muted,
natural colors, favoring
yellows, greens, and
blues, and wear the
kerchief only when
unattached.
Despite their
physical similarities,
Barovian-Gundarakite
animosity runs deep.
Since Barovia annexed
Gundarak when that
realm's duke was
assassinated nearly
twenty years ago,
Gundarakites have become the second-class citi- The gypsies move with relative freedom through
the realm, protected by the count himself. Two
zens of Barovia. Harassment and violence against other notable ethnic groups are found exclusively
in the southern village of Immol. The fair-skinned,
Gundarakites is on the rise, and as local militias redheaded Forfarians are descended from natives
from the haunted land of Forlorn to the south. The
tighten control of Gundarakite movements and Thaani, who exhibit a staggering variety in their
physical features, are said to be the descendents of
activities, the Gundarakites have begun to respond refugees, slaves escaped from a hellish existence
deep beneath the earth.
with sporadic resistance.
The Vistani also have a strong presence in
Barovia, due in no small part to their enigmatic
alliance with Barovia's ruler, Count von Zarovich.
113
Chapter Four
The people of Barovia may be ethnically di- Trade alliances between merchants in Barovia,
verse, but as a group they are a gruff, suspicious lot. Kartakass, and Invidia are not unheard of,
They tend to be brusque with outsiders, and even however. Despite the distance between their
the most amicable Barovian natives are no-non- realms, it is widely believed that Strahd and
sense and severe. The dour attitude that seems to Azalin Rex, king of Darkon, despise one another.
dominate Barovia may be partially attributed to the
rampant fear of the supernatural that permeates the Characters: Classes — clerics, fighters, rang-
realm. The folk here are terrified of the creatures of ers, rogues, sorcerers. Skills — Climb, Craft
darkness; doors and windows are securely locked at (blacksmithing, carpentry, weaponsmithing),
sundown, and most Barovian settlements resemble Knowledge (monster lore), Profession (brewer,
ghost towns by early evening. farmer, fisher, herdsman), Sense Motive, Use
Rope, Wilderness Lore. Feats — Blind-Fight,
The Law: Feudal hereditary monarchy. Ethereal Empathy, Lunatic, Skill Focus
Barovia is ruled by Count Strahd von Zarovich, the (Knowledge [monster lore]), Voice of Wrath,
most recent despot in an ancient line of feudal Weapon Focus (longsword).
tyrants going back centuries. "The devil Strahd," as
he is called locally, is a cruel but distant ruler, Borca
rarely taking a direct interest in the day-to-day (or
perhaps night-to-night) business of his realm. Cultural Level: Chivalric (8).
Strahd leaves local governance to the boyars (noble Landscape: Full Ecology (Temperate Forest,
landowners) and burgomasters (mayors), who are Hills, and Mountains). Borca (BOR-ka) is a beau-
free to rule as they see fit. These petty but coveted teous domain scarred by betrayal and ruthlessness.
positions of authority are traditionally hereditary, The domain lies along the northwestern edge of
but turnover is high due to replacement by the count the Balinok Mountains, in the rolling dales that
— for incompetence, weakness, or sedition — or stretch out beyond the icy crags of Mount Gries.
suspicious deaths. The main duty of boyars and Borca is a green, fertile land blanketed with wild-
burgomasters is to maintain a militia, for which flowers throughout the spring and summer.
they collect burdensome taxes, though Strahd him- Ancient, verdant forests cover much of the
self does not demand regular tribute from his domain, overgrown with tangled brambles and
people. Boyars and burgomasters also enforce the twining ivy. The trees and shrubs are heavy with
peace, appoint magistrates for civil disputes, and nuts and fruits, and the ground is blanketed by
keep a wary eye on ambitious craft and merchant spongy little toadstools. Most of these morsels,
guilds. however, ooze with sweet-smelling toxins, a
notorious feature of Borcan foodstuffs fortunately
The western foothills of Barovia have taken on betrayed by a telltale purplish tinge. The domain is
a more militant atmosphere in the past two decades also known for its geothermal activity; hot springs
as Barovian boyars and burgomasters struggle to bubble up from the ground everywhere, spewing
keep the Gundarakites under their thumb. Young steam and sulfurous fumes into the air. The Luna
Barovian men are paid a handsome wage to come and Vasha Rivers flow gently east through the
down from the Balinoks and serve in the western realm, fed by the crystalline snowmelt of the
militias, which are strained by growing tension Balinoks.
between Gundarakites and the Barovian occupation. Homes and shops in Borca are broad, massive
A growing resistance movement led by young buildings of plastered and whitewashed brick. The
Gundarakite firebrand Ardonk Szerieza is fanning gabled rooftops are shingled in thin, charcoal-gray
the flames of resentment and bitterness. wood and topped with slim, knobby spires.
Wooden trim of dark green or blue, carved with
Trade and Diplomacy: Resources — wheat, stylized vines and mushrooms, graces the doors
corn, turnips, cabbage, potatoes, plums, sunflowers, and windows. Small, white marble statues of the
grapes, goats, sheep, chickens, trout, pike, sausage, goddess Ezra stand serenely at the entrances of
spirits, timber, iron, salt. Coinage — wolf-fang many homes. The smooth stone streets of villages
(gp), raven-claw (sp), rat-tooth (cp). are narrow, shaded by the overhanging upper
floors of buildings. Borca has a temperate climate,
Although it is not formally isolationist, Barovia leaning toward severe winters and cool, pleasant
has limited contact with other realms. The rustic summers.
character of the land, combined with the count's
reclusive and tyrannical nature, does little to stimu-
late outside interest in the realm.
114
The Dread Realms
Major Settlements: Levkarest (pop. 8,500), Ivana; nobles enjoy their status only as long as it
Lechberg (pop. 5,500), Sturben (pop. 2,000), Von pleases the Black Widow. Ivana grants and
Ziyden(pop. 1,200) revokes noble titles erratically, creating perpetual
flux in the makeup of the Borcan nobility.
The Folk: Population — 34,200. Humans
95%, Halflings 4%, Other 1%. Languages — Ivana demands severe taxes from her nobles of
Balok,* Mordentish,* Falkovnian, Luktar, the moment, who in turn demand tribute from the
Halfling. Religions — Ezra,* Hala. commoners. Prominent nobles retain enforcers to
collect these taxes, but it is the notoriously corrupt
Borcans have average, athletic statures. Al- forces of Ivana's cousin, Ivan Dilisnya, that main-
though blessed with delicate hands, Borcans seem tain order in Borca. Ivan is the only noble who
to "age" quickly, given their harsh environment, seems to resist Ivana's cruel whims, and the only
with skin tones ranging from fair to creamy tan. Borcan who truly holds his own estate. Curiously,
Hair and eye color ranges widely, but dark brown however, there is rumored to be little love lost
is common for both. Men of all classes keep their between the cousins.
wavy hair at a medium length, allowing it to grow
wild and roguish. Women grow their hair quite Little more than glorified thugs and leg break-
long, adorning it with thin ribbons and wooden or ers, Ivan's enforcers never pass up an opportunity
tortoiseshell combs. Clothing is utilitarian among to extort the meager money Borcans have to their
commoners, with men dressing in loose shirts and names. Protection rackets are an epidemic, with
trousers and women in blouses and medium-length payment required from anyone unfortunate enough
skirts. Dull earth tones are the norm in such to run into a roving band of Dilisnya enforcers.
humble garb. Nobles, on the other hand, dress in Bribery is required merely to prevent a business
baroque Dementlieuse fashions, though they shy from being vandalized or to keep enough food to
from bright colors, preferring a black and white live through the winter. There is virtually no
scheme accented with silver jewelry. Commoners criminal or civil law in Borca, save what can be
and nobles alike don more colorful clothing bought through dirty coin.
exclusively for festivals.
Trade and Diplomacy: Resources — wheat,
As a people, Borcans have a sullen air about rye, corn, potatoes, apricots, sheep, cattle, chick-
them, an attitude that has permeated all aspects of ens, beer, wine, timber, iron, copper, lead, salt,
daily life. This is largely due to the crushing taxa- marble, leather goods, usury, culture. Coinage —
tion most folk endure, combined with the cruel, nightshade (gp), hemlock (sp), foxglove (cp).
arbitrary rule of Borca's mistress. The oppression
has worn down what was once a lusty, life-loving Despite the corruption that plagues Borca, the
attitude among Borcans, leaving a defeated people realm is politically and culturally active. Although
who go about their business with a resigned fatal- it is not the cultural equal of Dementlieu, Borca
ism. A weary, pained look clings to their features; does export its rich traditions of visual arts, music,
they shuffle through their tasks as if afflicted by a and architecture to other realms. Ivana has over-
numbing poison. Their only respite is the grace of seen the establishment of a trading alliance with
the goddess Ezra, whose largest and most influen- the neighboring realms of Dementlieu, Mordent,
tial sect of clerics goes forth from the Great and Richemulot. This has kept foreign wealth
Cathedral of Levkarest. flowing into Borca, and thus into Ivana's coffers.
The four realms have also arranged a mutual de-
The Law: Pseudofeudal despotism. Ivana fense pact to protect against the military
Boritsi, commonly known as the Black Widow, is aggressions of Falkovnia to the north. Borca is
the current mistress of Borca. Having inherited the further plagued by clandestine incursions of
rule from her mother, Camille, who met an unex- Vistani-hunting mercenaries from Invidia.
pected death, Ivana's only political interest seems Although the gypsies are not loved in Borca, Ivan
to be indulging herself at her subjects' expense. Dilisnya has warned that further threats to Borcan
Her sobriquet is derived from for her infamous sovereignty will result in armed retaliation.
fatal romances, as Ivana's lovers have a habit of
ending their lives in her bedchamber. Although the Characters: Classes — bards, clerics,
realm is ostensibly governed under a feudal fighters, rogues. Skills — Alchemy, Bluff, Craft
system, Ivana is the only true landowner, with all (leatherworking, painting, sculpture, stonema-
citizens in direct vassalage to her. Borca's sonry), Forgery, Intimidate, Knowledge
prominent aristocracy is a mere plaything for architecture and engineering, nature, nobility and
royalty), Profession (apothecary, herbalist, scribe),
115
Chapter Four
(Sense Motive. Feats — Dodge (plus derivatives), Darkon's villages exhibit dazzling variety in their
Exotic Weapon Proficiency (firearms), Jaded, architecture; each settlement is graced with a
Skill Focus (Alchemy), Voice of Wrath, Weapon unique style that complements its surroundings.
Focus (dagger, pistol). The folk of Corvia, for instance, have hollowed
out the massive stone buttes of their village to
Darkon create homes and shops. The metropolis of II
Aluk, once the jewel of Darkon, is now a damned
Cultural Level: Dark Age (5) to Chivalric city so inhospitable to life that it has been
(8). Darkon's Cultural Level ranges from Chivalric rechristened Necropolis. The climate in Darkon is
along the Jagged Coast and the edges of the Forest temperate tending toward extremes, with harsh
of Shadows to Dark Age in the wildest regions of winters, hot summers, and brief but pleasant
the Mountains of Misery. springs and autumns.
Landscape: Full Ecology (Temperate Forests, Major Settlements: Corvia (pop. 4,400),
Hills, Plains, Mountains, and Swamps). Darkon Delagia (pop. 1,500), Karg (pop. 8,500), Martira
(DAR-kon), one of the largest domains in the Bay (pop. 10,400), Maykle (pop. 2,600), Mayvin
Core, is a land of legend steeped in intrigue, terror, (pop. 1,500), Nartok (pop. 7,500), Neblus (pop.
and magic. Stretching across the entire northern 2,900), Nevuchar Springs (pop. 1,100), Rivalis
third of the continent, the domain encompasses an (pop. 5,500), Sidnar (pop. 1,400), Tempe Falls
astonishing variety of landscapes. In the west, the (pop. 2,500), Viaki (pop. 8,900).
Sea of Sorrows laps at Darkon's shore, while the
domain's eastern edge ends at the frigid shores of The Folk: Population — 117,300. Humans
the Nocturnal Sea. North of Darkon lies the vast 75%, Halflings 14%, Gnomes 5%, Elves 3%, Half-
expanse of the Mists, which roil and shift much Elves 1%, Dwarves 1%, Other 1%. Languages —
more chaotically than elsewhere in the Core. Thus Darkonese,* Halfling, Gnome, Elven, Dwarven,
the bleak northern frontier, known as the Falkovnian, Lamordian, Mordentish, Tepestani,
Mistlands, is constantly in flux. Vaasi. Religions — the Eternal Order,* Ezra.
The Mountains of Misery overlook all of The Darkonians have no common physical
southeastern Darkon, crowned by the barren appearance; nearly every conceivable combination
volcanic peaks of Mounts Nirka and Nyid. Rugged of stature, facial features, and skin, eye, and hair
and trackless, the mountains are surrounded by colors can be observed among them. Skin tones
broken badlands that sprawl far to the west. The tend slightly toward fair to light tan, but this is
rest of the eastern half of Darkon is dominated by hardly the norm. Despite this variety, all
the Vale of Tears, a wide, rolling floodplain dotted Darkonians tend to dress in practical garb, with men
with small, shadowy woodlands. Darkon's eastern favoring a tunic and breeches and women a blouse
shore is cold and bleak, a flat, wind-beaten and skirt. Earthen colors are preferred. Among
coastline featuring only slim, sandy beaches. nobles, both genders pride themselves on their
elaborate cloaks and long boots and gloves.
Western Darkon is a thickly forested flood-
plain broken by the central Boglands and the The diverse Darkonians nevertheless take pride
western Jagged Coast. The Forest of Shadows en- in their common heritage. Indeed, outsiders who
shrouds most of the region, a menacing wood so settle in Darkon often find forgotten roots in the
ancient and dense that no light can reach the forest region, lending credence to the theory that Darkon
floor. The Boglands consist of patchy marshes was perhaps a historical crossroads for many far-
surrounding the dark depths of the Great Salt flung lands. The principal shared trait among the
Swamp. The Jagged Coast is a harsh, rocky shore Darkonese is an almost fatalistic fear of the undead.
region riddled with caves and possessing only the Local legends speak of an Hour of the Ascension,
sparsest vegetation. The coast is a maze of tiny when generations of the deceased will rise from the
islands and hidden coves, and the Sea of Sorrows grave and claim Darkon from the living. All
itself is storm ridden along Darkon's shores. Darkonians are raised to believe and fear this
apocalyptic scenario.
Darkon is etched with a web of prominent
waterways, most flowing into the mighty Vuchar Perhaps because of the relatively large popula-
River as it rushes westward. Numerous freshwater tion of dwarves, elves, gnomes, and halflings in
and saline lakes dot the landscape as well, most in Darkon, prejudice against nonhuman races is not as
the Mountains of Misery and the Boglands. widespread here as in other domains.
116
The Dread Realms
Although races still tend to congregate with persistent adversarial relationship with Darkon,
their own kind, the purely reactionary fear or
hatred of nonhumans that dominates so much of though trade continues along the highways that
the Land of Mists is largely absent in Darkon.
join the realms. Perennial invasion attempts by
The Law: Feudal hereditary monarchy. The
grim wizard-king Azalin Rex, newly restored to Falkovnian forces are always repelled, chillingly
his throne in Castle Avernus, rules Darkon with an
iron fist in a velvet glove. For nearly five years, enough, by hordes of undead that rise to protect
Azalin was missing, vanished in the wake of the
Requiem. He has only recently reappeared and is Darkon from the mortal invaders.
quickly moving to reestablish the firm rule he once
enjoyed over his realm. Azalin governs harshly but Characters: Classes — bards, clerics,
has set up a strong feudal base for his monarchy.
A powerful baron rules each major settlement and fighters, rogues, wizards. Skills — Alchemy,
the surrounding region, governing as he sees fit.
Barons are free to have their own vassals, set local Bluff, Craft (armorsmithing, blacksmithing,
laws, appoint magistrates, and control trade in
their lands. Local militias are conscripted in most bowmaking, gemcutting, locksmithing,
settlements to keep the peace. Barons and lesser
nobles also have their own personal forces, shipmaking, stonema-sonry, weaponsmithing),
ranging from a contingent of bodyguards to a
small private army. Diplomacy, Gather Information, Knowledge
Azalin demands regular tribute from his vas- (arcana, monster lore), Perform (buffoonery,
sals but little else, preferring to spend his time in
arcane pursuits rather than politics. The wizard- chant, harp, lute, shalm), Profession (farmer,
king's presence among his subjects is strongly felt,
however, due in no small part to his secret police, fisher, miner, sailor, scribe). Feats — Blind-Fight,
the Kargat. Organized according to a pyramidal,
secretive hierarchy, the Kargat are greatly feared Cold One, Exotic Weapon Proficiency (firearms),
among the Darkonians. They monitor the activities
of nobles and guilds, spy on other domains, and Ghostsight, Haunted, Run, Skill Focus
carry out Azalin's own inscrutable plots. They are
immune to baronial law and answer to no one but (Knowledge [monster lore]).
their immediate superiors and Azalin himself.
Dementlieu
Trade and Diplomacy: Resources — wheat,
barley, rye, oats, hops, potatoes, carrots, cabbage, Cultural Level: Renaissance (9).
grapes, hogs, sheep, cattle, goats, chickens, dairy, Landscape: Full Ecology (Temperate Forests
herring, cod, flounder, sausage, beer, wine, timber, and Plains). The coastal domain of Dementlieu
peat, gold, silver, copper, iron, lead, salt, gems, (DAY-mon-lyoo) is a bastion of civilization in the
cloth, ceramics, perfumes, ships, arcane knowl- Core, a land of secrets and hidden loyalties. The
edge. Coinage — crown (pp), skull (gp), bone domain lies on a broad, green floodplain dappled
(sp), chip (cp). with lush woodlands and heaths. The realm's west-
ern shore along the Sea of Sorrows is blessed with
Darkon is arguably the most powerful domain numerous natural ports, including glittering
in the entire Core, and with Azalin's return it will Pernault Bay. Although the terrain is flat,
likely remain so for some time. Although other Dementlieu's soil is sandy, and crop yields tend to
realms may contribute more to the culture of the be low, with stunted plants and small fruits. Scat-
Core, Darkon is a true political, military, and tered, sun-dappled forests cover the regions that
economic kingdom, exerting its influence to agriculture has not claimed. The coastline is edged
achieve power and wealth. It does brisk trade with with rolling, sand dune beaches. The Musarde
virtually all of the realms to the south, though the River meanders north through the domain, pep-
transformation of II Aluk into Necropolis has pering the eastern countryside with oxbow lakes.
stymied traffic on the Vuchar River and its Dementlieu's highways bustle with activity,
tributaries. Only the realm of Falkovnia has a funneling people and wealth toward Port-a-Lucine.
The buildings in the domain are tall and narrow,
densely packed edifices of dull brown stone that
loom over the narrow, twisting village streets.
Windows and doorways are trimmed with white-
washed wood, and the shallow, gabled rooftops
are shingled in rich, dark brown wood. Towers are
crowned with elegant stone ornaments and statues
of legendary artists and civic leaders. Dementlieu's
climate, blessedly mild, is characterized by fre-
quent precipitation and moderate temperatures.
Severe winters and sweltering summers are not
unheard of, however.
117
Chapter Four
Major Settlements: Chateaufaux (pop. advised by the five-member Council of Brilliance
1,500), Port-a-Lucine (pop. 5,400). from the capital at Port-a-Lucine. Dementlieu has
a complex and multifaceted aristocratic society,
The Folk: Population — 13,600. Humans though the feudal system has long since dissolved.
94%, Halflings 3%, Other 2%. Languages — True power still rests in the hands of the most
Mordentish,* Lamordian, Falkovnian, Halfling. powerful noble families. The realm's nobles elect
Religions: Ezra.* the lord-governor for life, though dissatisfied
nobles may have him deposed and hold a new
The Dementlieuse tend toward slim but ath- election. The lord-governor is free to select his
letic builds and strong features and high own advisers for the Council of Brilliance, but the
cheekbones. Skin tones range from very pale to nobles often firmly suggest candidates.
olive-tan, while eye color ranges from pale blue to
green to dark brown. Hair is usually dark blond to The lord-governor's duties include writing and
light brown in color, with the occasional auburn. enforcing laws, promoting the arts, administrating
Beards and mustaches are common among men the realm's public institutions, appointing criminal
but always kept neatly trimmed and styled. judges and civil magistrates, and personally
Women never cut their hair short; noblewomen adjudicating important trials. Voluntary conscrip-
pin up their locks very meticulously, while poor tion is organized by the lord-governor to provide a
women braid their hair. Clothing is important to militia for all settlements, though most nobles
the Dementlieuse, especially among the nobility. have much better trained and armed troops in their
Commoner men wear dark woolen trousers and personal retinues. Port-a-Lucine has the added
light cotton shirts and don cloth caps whether protection of Alanik Ray, a renowned elven inves-
inside or outdoors. Gentlemen prefer breeches and tigator who lends his skills to the city's watch on
silk shirts with tailed coats, as well as tall black occasion.
hats. Wigs are considered proper for men in public
life. Commoner and noble women alike wear long, Despite Dementlieu's powerful aristocracy,
dark dresses with high-button boots and always there is a pervasive tradition of the wealthy
wear hats when outdoors. Women of the lower providing for the needy. Accordingly, there exists
classes wear simple bonnets, but the hat of a an extensive network of food distribution and
noblewoman is large and elaborate. Black, white, housing for the poor, sponsored by the realm's
and shades of gray are favored for day-to-day life, nobility. Literacy is seen as very important, and
but for special occasions the nobles try to outdo even the poorest children are taught to read and
one another with opulent, brightly colored write. Despite the progressive appearance,
formalwear. Dementlieu's lower classes still wallow in
desperate poverty and unspeakable crime. The
The Dementlieuse believe themselves to be a nobles, meanwhile, believe that their benevolence
highly civilized people. They appreciate beauty and gives them the right to use and abuse the poor at
learning in all its forms, and their society is their whim.
structured according to rigid etiquette. Adherence to
decorum is vital, and those who overstep the Trade and Diplomacy: Resources — pota-
delicate balance between deference and bravado toes, wheat, barley, apples, grapes, cattle, dairy,
find themselves scorned. The Dementlieuse believe herring, sardines, wine, timber, cloth, weapons,
that their advanced society has earned them a place books, ships, culture, scientific knowledge. Coin-
of respect among the civilized realms of the world, age — corona (pp), solar (gp), lunar (sp), bit (cp).
and they say so openly. Not all outsiders are so
grateful for Dementlieu's contributions, and many In spite of its small size, Dementlieu is a
folk consider the Dementlieuse to be shiftless fops powerful and respected realm. Culture is
who produce nothing of value. Arcane magic is an Dementlieu's chief export; Dementlieuse trends in
accepted facet of life in Dementlieu, though its painting, sculpture, music, fashion, poetry, litera-
place in society is hardly respectable. Magic is seen ture, and cuisine quickly spread throughout the
as a quaint distraction, primarily useful as Core. Dementlieuse scientists and craftsmen have
entertainment. Most wizards are stage performers developed numerous coveted technologies, intro-
rather than powerful sages, the vast majority being ducing other lands to such wonders as movable
enchanters or illusionists. type, the magnetic compass, optics, explosives,
and miniaturized clockworks.
The Law: Aristocratic republic. Marcel
Guignol serves as the lord-governor of Dementlieu, Dementlieu wields its cultural and techno-
logical supremacy as another realm might wield an
118
The Dread Realms
army, exerting a great deal or influence on the with vicious predators and unspeakable horrors.
culture of other lands. The domain has a trade The towering trees of Falkovnia have bark so dark
alliance with the neighboring realms of Borca, it is nearly black. In the eastern parts of the realm,
Mordent, and Richemulot that has only increased dead trees are unusually common. Stripped of
its influence on those lands. It also participates in a leaves and bark, they stand bleached white like
mutual defense pact with the same realms to driftwood. Falkovnian legend says that a tree dies
protect against potential aggressions from for every person executed by the realm's merciless
Falkovnia. ruler. The realm's mighty forests are slowly
shrinking as the fertile land is cleared for
Characters: Classes — bards, clerics, agriculture. Grain is an important export in
fighters, rogues, sorcerers, wizards. Skills — Falkovnia, and in the late summer, the countryside
Appraise, Bluff, Craft (bookbinding, calligraphy, transforms into fields of swaying gold. Tributaries
gunsmithing, locksmithing, painting, sculpture, of the Musarde River skirt the borders of
shipmaking, weaving), Diplomacy, Hypnosis, Falkovnia but do not penetrate the dark interior.
Knowledge (arcane, nobility and royalty), Perform Lake Kriegvogel, with its abyssal waters of
(ballad, dance, drama), Pick Pocket, Profession midnight blue, is the domain's only notable body
(cook, fisher, sailor, scribe), Spellcraft, Swim. of freshwater.
Feats — Ethereal Empathy, Exotic Weapon
Proficiency (firearms), Ghostsight, Open Mind, Falkovnia's cities are dark and unfriendly, free
Reincarnated, Weapon Finesse (pistol, rapier). of any aesthetic sensibility whatsoever. Homes
and shops are squat, efficient structures of
Falkovnia unfinished timber and brick stacked densely next
to one another. Stone city walls and fortresses are
Cultural Level: Medieval (7). towering, gray, and featureless. Garbage, offal,
Landscape: Full Ecology (Temperate Forests and mud cover every surface, and the air swarms
and Plains). Falkovnia (fol-KOV-ni-a) is a sinister with horseflies and yellow jackets. Falkovnia's
realm crushed by the iron fist of military tyranny. climate is one of extremes, characterized by bitter
It is a region of rolling lowlands swathed in dark winters and hot, humid summers.
forests. The woods are wild, shadowy places filled
119
Chapter Four
The realm has a serious problem with disease, aggression against his neighbors, but his unwaver-
especially during the summer and in the congested ing cruelty toward his own people. A restless and
cities. bloodthirsty warrior, Drakov seems to oppress his
people simply for the sake of doing so, just to see
Major Settlements: Aerie (pop. 2,600), Lekar how monstrous he can be. It is widely known that
(pop. 15,900), Morfenzi (pop. 1,500), Silverbas he is a sadist; he is said to demand a nightly
(5,800), Stangengrad (pop. 6,500) execution by impalement to accompany his
evening meal.
The Folk: Population — 64,300. Humans
93%, Halflings 2%, Half-Elves 2%, Gnomes 1%, Falkovnia is a military state, pure and simple.
Elves 1%, Other 1%. Languages — Falkovnian,* There is no civilian government or police force.
Darkonese, Balok, Mordentish, Halfling, Gnome, There is no true aristocracy; soldiers are the
Elven, Dwarven. Religions — Hala, Ezra. highest social class. Drakov's army not only
maintains the peace, but also oversees nearly every
Falkovnians are fair skinned and usually vis- aspect of public life. Military tribunals conduct all
ibly underfed and overworked. Dark blond to trials, and justice is universally swift and harsh.
medium brown hair is typical, as are hazel to deep Punishments are usually shocking public displays
brown eyes, though green eyes are not unheard of. of torture and execution, crowned with the
Men wear their hair in savage crew cuts, while unspeakable practice of hanging the bodies of
women grow their hair long, wild, and unkempt. slain criminals to rot on city walls.
Falkovnians dress in deliberately drab clothing; to
stand out is to draw the attention of the realm's Not every individual in the army is a warrior.
soldiers, which can mean death or worse. Dull Bureaucrats and other civil servants also receive
earthen colors are common, with men favoring military commissions and titles. Falkovnians,
tunics and breeches and women blouses and long however, reserve their greatest hatred and fear for
skirts. Most commoners wear rag wrappings the Talons, Drakov's elite soldiers. Shock troops
instead of shoes. Folk who do not belong to the with a fanatical loyalty to their lord, the Talons are
soldiery are usually filthy with mud, dung, lice, themselves cruel sadists and are whispered to pos-
and fleas. All Falkovnians are branded on their sess nearly supernatural battle prowess.
foreheads at birth with the ruler's seal, a hawk's
head. This clearly identifies Falkovnians in other Trade and Diplomacy: Resources — wheat,
lands and reminds every citizen of his true status: oats, barley, hops, rye, potatoes, cattle, hogs,
property. dairy, falcons, beer, dye, timber, salt, weapons.
Coinage — falconhead (gp), falconclaw (sp),
Falkovnians are a downtrodden lot. Overtaxed falconeye (cp).
and overburdened, they have little to look forward
to but death. The unending horrors of military Falkovnia produces a tremendous amount of
brutality have eroded any sense of beauty or hope grain, especially wheat, and it is rapidly
they once harbored in their hearts. Some acquire a solidifying a position as the breadbasket of the
brutal personality, taking on the qualities of their Core. Falkovnian merchants — guarded by
military oppressors. Most Falkovnians, however, Falkovnian soldiers, of course — maintain trade
are simply passive and just a little paranoid. They outposts throughout the domains of the Core. The
tend to be reticent and inhumanly jaded to exportation of cereals generates a king's ransom
violence and gore. for Drakov, which he then uses to fund the
maintenance of the army.
If life in Falkovnia is cruel for humans, it is a
nightmare for nonhumans. Although Falkovnia This vital contribution aside, Vlad Drakov has
has almost no native nonhuman races, all those made it quite clear that his is to be a throne of
who pass through the region are slapped into irons. conquest. The mercenary-king has tried his hand at
Such "subhuman" races are considered state prop- invading every bordering realm at one time or
erty, to be treated as chattel slaves. To breed out another, but without success. Nearly every cam-
the taint of nonhuman blood, racial intermarriage paign has met with disaster — some spectacularly
is encouraged by the state, though Falkovnian so — which only enrages Drakov further. It may
custom forbids it. Those unfortunates with only be that Falkovnian conquest is destined to fail. Re-
one human parent are also deemed state property. gardless, the realms of Mordent, Dementlieu,
Borca, and Richemulot have agreed to a mutual
The Law: Military despotism. Vlad Drakov, defense pact to safeguard against future
the mercenary-king, rules Falkovnia with an iron Falkovnian aggression.
hand. Drakov is infamous not only for perennial
120
The Dread Realms
Characters: Fighters, rangers, rogues, apart from the others, however. The strongest
wizards. Skills — Bluff, Craft (armorsmithing, goblyn in a clan dominates its weaker kin until
blacksmithing, weaponsmithing), Handle Animal, toppled by a challenger. Clans battle among them-
Hide, Intimidate, Move Silently, Profession selves for resources, prestige, and pure sport. The
(brewer, lumberjack, stable hand), Wilderness goblyns' tenacious destruction of Forlorn's forests
Lore. Feats — Back to the Wall, Great Fortitude, leads some outsiders to speculate that the goblins
Improved Critical, Jaded, Run, Toughness, serve a hidden master. Rumors abound that crea-
Weapon Focus (bastard sword). tures far more terrifying than the goblyns haunt the
crumbling castle above the Lake of Red Tears.
Forlorn
Trade and Diplomacy: Resources (not ex-
Cultural Level: Iron Age (3). Ruins in For- ploited) — timber, iron, clay, salt. Coinage —
lorn reflect a Medieval (7) culture. none.
Landscape: Full Ecology (Temperate Forests, Forlorn is an untamed land, a dark and myste-
Hills, and Plains). Forlorn (for-LORN) is a blasted rious corner of the Core to its neighbors. The
highland domain, a forsaken land from which goblyns have no interest in communication or
humanity has long been driven. Nestled just south trade with the surrounding realms. Indeed, lumber-
of the Balinok Mountains, Forlorn is a land of jacks and miners have made occasional forays into
thickly forested uplands with sparse heather and Forlorn in search of its unclaimed resources; none
mosses clinging to the exposed rocky hillsides. have ever returned.
The woods are dark, twisted places full of
grasping branches and ominous shadows. In some Characters: None.
areas, the forest has been actively destroyed by the
land's goblyn inhabitants, reduced to a wasteland Hazlan
of broken stumps and sucking mud. The Maw of
Arawn, rising from the center of Forlorn, is a Cultural Level: Medieval (7).
jagged peak that perpetually belches noxious Landscape: Full Ecology (Temperate Hills,
vapors. The only notable body of water is the Lake Mountains, and Plains). Hazlan (HAZ-lun) is a
of Red Tears, whose deep, dark waters appear domain of ancient magic and severe oppression,
crimson when the sun reflects off the nearby red lying in the extreme southeast of the Core, at the
granite cliffs. southern end of the Balinok Mountains. The
Hazlani Balinoks are rugged but traversable, though
Major Settlements: None. vegetation is sparse and landslides are not uncom-
The Folk: Population — unknown; 1,900 mon. The dusty cliffs and canyons slope downward
goblyns. Languages — unknown. Religions — un- to a sweeping landscape of knolls and valleys
known. stretching off to the horizon. Massive blocks of
Forlorn is not a settled land. The primary golden stone and half-buried statuary hint at a
inhabitants are goblyns, horrid humanoid creatures forgotten era. Mineral springs, common in the
that value little but strength and slaughter. foothills, are warm pools of jade-green water
Although generally lawless, the goblyns do pursue encrusted with alkali salts. Farther eastward, the
some organized goals, particularly the systematic foothills become dry plains blanketed by brown
destruction of the land's forests. They otherwise grasses and briars. Herds of sheep wander the
occupy themselves with petty power struggles, lonely plains, their bleating carried weakly on the
distracted only by the occasional captive outsider, breezes. Occasional stands of trees dot the
whom they gleefully torture and devour. Rumors grasslands, but overall Hazlan is a land of open sky
persist of a tiny contingent of humans remaining in and trackless terrain.
Forlorn, descendents of an ancient order of druids. The poorer Rashemani majority dwells in
If such humans exists, then they have concealed simple, squat structures of whitewashed brick.
their presence quite well, perhaps out of fear of the Roofs are flat and facades are unadorned, though
goblyn clans. tiny, dutifully tended vegetable gardens grow
The Law: No formal government. There ex- alongside many homes. The estates of the wealthy
ists a loose clan system among Forlorn's goblyns. Mulan, by comparison, are sprawling, opulent
Each clan has a distinctive tartan pattern, which abodes. Magnificent edifices of polished gray, pink,
the goblyns display on tattered kilts and standards. and russet stone are surrounded by serene gardens
An outsider would be hard pressed to tell one clan of poppy flowers and bubbling fountains. Delicate
latticework covers the tiny, rounded windows.
121
Chapter Four
Towering minarets and domes inlaid with intricate The Rashemani react with stubbornness, refusing
mosaics sparkle in the sun. Hazlan has a generally to submit to those without authority to back up
mild but temperate climate featuring long, hot their strength. The Mulan, meanwhile, become
summers and short, wet winters. Although the livid with rage when their demands are not met in
Balinoks are capped with snow, truly frigid a prompt fashion.
weather is rare elsewhere in the realm.
The Law: Feudal ethnocratic despotism.
Major Settlements: Ramulai (300), Sly-Var Hazlan's ruler is the Mulan wizard-tyrant Hazlik,
(4,500), Toyalis (8,200). who holds power through sheer ruthlessness and
arcane might. Although he rules under no man-
The Folk: Population — 26,100. Humans date, Hazlik has established something resembling
92%, Halflings 4%, Gnomes 3%, Other 1%. Lan- a feudal state, with a council of Mulan governors
guages — Vaasi,* Halfling, Gnome, Balok. overseeing various regions in his realm. Each gov-
Religions — the Lawgiver,* Hala. ernor is personally responsible for enforcing
Hazlik's decrees, collecting taxes, and keeping the
The Hazlani can be divided into two distinct peace. The governors appoint other Mulan to help
ethnic groups: the Rashemani and the Mulan. The administer their territories, granting land and
Rashemani make up 99% of the human population minor titles in return for shared culpability.
and are considered the lower class. They have Although there is the appearance of law in Hazlan,
short, muscular statures and skin that ranges from it is the byzantine system of boons and favors
light olive-tan to a deep, ruddy bronze. Hair color among the Mulan that usually determines who can
is usually dark brown or black, and eye color is obtain justice. The Rashemani are stranded on the
almost always dark brown. Men keep their hair outside of this system, unable to participate except
wild and wear bushy beards, while women work when it is strategically expedient for the Mulan to
their long tresses into elaborate braids. Both gen- involve them.
ders dress in baggy trousers, tunics, or smocks and
prefer earthy colors highlighted with dark reds, There is no state military in Hazlan. Each
blues, and greens. Mulan family recruits a personal group of
Rashmani soldiers, resulting in several hundred
The upper-class Mulan are tall and slim with small corps of bodyguards, each in the service of a
angular features and fine cheekbones. Their skin is different master. Hazlik, for his part, has no
pale and sallow, their eyes gray or light hazel. interest in the politics of his own people, instead
Mulan hair is naturally a dark blond, but both concentrating on his magical research. While the
genders ritually shave their heads daily. They also arcane arts were once outlawed in Hazlan, Hazlik
remove what little body hair they have and cover has since institutionalized them. His wizard
their skin with elaborate tattoos. Men and women academy in Ramulai trains the most promising
wear distinct designs by tradition, and receiving young apprentices, molding them to Hazlik's own
one's first tattoo is a sign of adulthood among the mysterious purposes.
Mulan. Both genders wear cloth wrappings instead
of trousers or breeches and swath themselves in Trade and Diplomacy: Resources — wheat,
luxurious scarlet robes. Women wear vests, but barley, corn, cotton, olives, grapes, hazelnuts,
men prefer to go about bare chested. Soft slippers opium, tea, goats, sheep, cattle, honey, copper,
and baroque jewelry complete the ensemble. lead, iron, leather goods, cloth, arcane knowledge.
Coinage — soulorb (gp), moondagger (sp),
The Hazlani are hard-edged people with a bloodpenny (cp).
deep sense of pride. Most are raised in the church
of the Lawgiver, which tends to instill both a Hazlan is an insular domain where the folk are
fatalistic streak and a somewhat cruel nature. more concerned with their own squabbles than
Rashemani are practical and gruff, preferring ac- events in distant lands. The land's reputation as a
tions to words. The Mulan, meanwhile, are place of magical power, however, draws the
generally arrogant and paranoid and obsessed with curious and the foolish. Hazlik apparently has little
protecting their place at the top of society. Years interest in making allies with his neighbors and is
of nervous submission under Hazlik's cruel eye known to use captured spies for magical experi-
have turned the Rashemani and Mulan alike into mentation. Hazlan conducts some trade with Nova
distrustful and suspicious folk. They have learned Vaasa and the Barovian village of Immol, but the
to be wary of others' motives and tend to regard Hazlani are generally not eager to invite outsiders
everyone they meet as cold rivals or outright to their realm.
enmies.
122
The Dread Realms
Characters: Classes — clerics, fighters, river villages, and even rural folk tend to live
rogues, wizards. Skills — Alchemy, Climb, Craft within an hour's ride of a settlement. Journeys
(calligraphy, leatherworking, weaving), through the wilderness are lonesome; travelers
Knowledge (arcana), Profession (apothecary, only rarely spy lone carts burdened with hay or
farmer, herdsman, scribe, stable hand, tanner), casks or wine. Their only companions in the wilds
Ride, Spellcraft. Feats — Combat Casting, are lean packs of wolves, which keep menacing
Mounted Combat (plus derivatives), Spell Focus pace with travelers for hours at a time.
(Divination), Toughness, Voice of Wrath, Weapon
Focus (falchion). Invidia's buildings are tall with steeply gabled
roofs tiled in black wooden shingles. Although
Invidia plastered and painted a creamy dun color, most
Inividian structures have crumbling facades that
Cultural Level: Chivalric (8). expose the red brick underneath. Interiors are
Landscape: Full Ecology (Temperate Forests wooden, the staircases and rafters darkly stained
and Hills). Nestled in the heart of the southwestern and intricately carved with grapevine designs. Ba-
Core, Invidia (in-VID-i-a) is a land where passions roque towers, topped with charcoal-gray cupolas
are easily inflamed and daggers are drawn with and grim statuary, tower above the grandest build-
little provocation. Cut by the murky waters of the ings. Invidia's climate is temperate, although the
Gundar and Musarde Rivers, the land stretches out realm boasts long, pleasant summers.
largely unspoiled, broken only by the occasional
farm or vineyard peeking through the thick, old- Major Settlements: Curriculo (pop. 1,000),
growth forests. Massive trees soar above an open Karina (pop. 2,300).
floor of soft, green grasses and spongy mosses.
The oaks, redwoods, and maples burst into fiery The Folk: Population — 6,900. Humans 99%,
colors in autumn, unrivaled in their beauty any- Other 1%. Languages — Balok,* Mordentish,
where in the Core. Noisy flocks of crows and Falkovnian, Luktar, Vaasi. Religions — Ezra,
swallows soar over the lush landscape, darting to Hala.
and fro in the warm breezes. The bulk of the
domain's population is concentrated in the bustling Unlike many domains, Invidia does not have
its own distinct ethnic group. Most Invidians are
of mixed heritage, with Barovian and Kartakan
blood running strongest.
123
Chapter Four
As such, few generalizations can be made about mercenaries from across the Core to serve his
their physical appearance. Invidians range from expansionist agenda. Furthermore, the mercenary-
swarthy and stocky to fair and lean, but they do king of Falkovnia, Vlad Drakov, has lent Invidia
tend to have the best features of their ancestors. his own troops, though his motives for such an
Invidian clothing is simple but aesthetically uncharacteristic show of good faith are unknown.
pleasing. Men wear tunics, breeches, and high
boots. Women dress in loose-fitting shirts and Malocchio's greatest obsession is his burning
layered skirts. Bits of sparkling jewelry are com- hatred for the Vistani. The gypsies are, to say the
monly worn by both genders, with tasteful, least, not welcome in his realm; all Invidian mer-
solitary earrings or rings predominating. cenaries have standing orders to kill Vistani on
sight. Besides this unseemly duty, Malocchio's
Invidians are infamous for their passionate soldiers collect taxes, protect Invidian merchants,
personalities; it is not, however, a compliment to and generally enforce a militant order in the realm.
say that someone has an "Invidian heart." Invidians are fearful of these brutal soldiers but
Invidians are hot-tempered and tempestuous, have learned to follow their orders unhesitatingly
frequently allowing their passions to get the better and avoid them whenever possible. Although brig-
of them. Marital infidelity is common, as are the and activity has been successfully suppressed by
grudges and spilt blood that inevitably follow. the mercenary presence, attacks from solitary
Bitterness is nursed for years over small (or even madmen — such as Karina's infamous Midnight
imagined) slights, and it is not unknown for Slasher — seem to be on the rise.
violence to erupt even within families when
tempers flare. Trade and Diplomacy: Resources — barley,
rye, hops, wheat, oats, potatoes, cabbage, grapes,
These stereotypical traits aside, the Invidians hogs, wine, beer, sulfur, salt. Coinage — drymark
are solid enough people. They are hard workers (gp), sweetpiece (sp), bitterbit (cp).
who nonetheless like to enjoy the fruits of their
labors and have little respect for either the stuffy As can be expected, the activities of Invidia's
or the lazy. The populace is generally divisible new ruler have agitated the surrounding domains.
into a loose class system, although the delineations Alarmingly, Malocchio has recently begun to or-
are not as sharp as in other lands. The rich still der his troops over Invidia's border to literally hunt
look down on the poor, but the nobility tends to be Vistani in other lands. This strategy has particu-
weak and ineffectual. Accordingly, the domain larly enraged Ivan Dilisnya, commander of Borca's
hosts a strong merchant middle class. Most military, who has sworn armed retaliation if his
Invidians hold a deep loathing for the Vistani. troops catch Invidian mercenaries on Borcan soil.
Although this might be overcompensation in light Malocchio is also risking conflict with Barovia,
of Malocchio's anti-Vistani policies, their hatred is where Vistani are rumored to be under special
no less chilling. protection from Count von Zarovich. Not all
realms are hostile to Invidia, however. As noted,
The Law: Formerly independent villages Falkovnia's king seems to support Malocchio's
shifting to despotism. The vicious tyrant ambitions for his own reasons; whether this will
Malocchio Aderre has ruthlessly been increasing grow into an alliance remains to be seen. A brisk
his hold on Invidia for nearly a decade. Prior to trade across the Invidia-Barovia border has always
Malocchio's ascent to power, Invidia had existed, and as long as outright war doesn't break
experienced a period of isolation and weak self- out, merchants will likely continue to trade with
governance at the local level. This state of affairs the Gundarkites in Barovia's western foothills.
had persisted since a local witch rumored to be of
Vistani blood assassinated the previous despot, Characters: Classes — bards, fighters,
Bakholis. A cruel lord, Bakholis seemed more rogues, sorcerers. Skills — Bluff, Gather
interested in protecting his hunting rights than in Information, Intimidate, Profession (brewer,
governing. Although Malocchio is perhaps even herbalist), Sense Motive, Wilderness Lore. Feats
more brutal than his predecessor, he has taken a — Combat Reflexes, Exotic Weapon Proficiency
much more aggressive approach to managing his (firearms), Improved Initiative, Lunatic, Quick
realm. He encourages trade between the domain's Draw, Weapon Focus (dagger, pistol).
villages and generally pursues a more unified
vision for Invidia. Although Invidia itself cannot
raise much of an army, Malocchio has hired
124
The Dread Realms
Kartakass central fireplaces ringed by a raised dais for
musical performances and storytelling. Natural
Cultural Level: Medieval (7). surroundings are frequently incorporated directly
Landscape: Full Ecology (Temperate Forests into the domain's architecture. Living trees may be
and Hills). Located in the south-central Core, employed as natural pillars, or a structure may
Kartakass (KAR-ta-kass) is a land of music where open up directly into a cavern of glittering crystal.
joyful song echoes through the black forests, Even the humblest settlements feature public
tinged ever so slightly by a tone of fear. It is a amphitheaters for annual singing contests.
domain of dense woodlands blanketing a region of Kartakass's climate is generally moderate, but
rocky upland terrain southwest of the Balinok harsh winters sometimes strike the domain.
Mountains. The forests are wild and treacherous
here, from the thorny undergrowth to the fierce Major Settlements: Harmonia (pop. 1,500),
wolves that stalk the wooded ridges. The Skald (pop. 2,800).
wilderness is far from lonely, however, as the
sweet baritone voices of lumberjacks at work float The Folk: Population — 4,500. Humans 98%,
over the hills. The domain is riddled with Half-Elves 1%, Other 1%. Languages — Vaasi,*
spectacular natural caverns, endlessly branching Balok, Sithican. Religions — Ezra, Hala.
labyrinths of limestone that wind deep into the
cold earth. As daylight begins to wane, silvery fog Kartakans are a lean, graceful breed of folk
rises from the ground, settling in low places and blessed with long limbs and angular, handsome
making travel through the forests all the more features. Their skin is very fair and creamy, some-
dangerous. The Musarde River's headwaters lie in times dotted with a few scattered freckles. Their
Kartakass, and here the mighty waterway is clear eyes are always a startling shade of blue-violet.
and sparkling, pooling into serene ponds and lakes Kartakan hair is wavy and normally a flaxen
on its way to the valleys of Sithicus. blond, but very rarely a child with raven tresses is
Buildings in Kartakass are massive log lodges born. Men keep their hair long and wild, often
with broad facades and towering thatch roofs. Rows growing it past their shoulders. Women allow their
of narrow windows, bold wooden carvings, and hair to grow all the way to their waists and
delicate floral patterns grace the fronts of homes likewise shun styling it. Neatly trimmed goatees
and shops. Most structures feature enormous and long, full mustaches are typical among men.
Kartakan clothing is comfortable but dashing.
125
Chapter Four
Men and women alike wear blousy shirts and gifts from the mouths of the gods themselves,
trousers, the latter tucked into high black boots. teach moral lessons to children and adults alike.
Women frequently wear short vests over their Although vocal talent is the principal gauge of a
blouses, while men prefer full coats. Wide- Meistersinger's worthiness, those who fulfill their
brimmed hats are popular with men, particularly duties poorly are almost always ousted the next
among woodsmen and travelers. Clothing colors year. Most Meistersingers serve for many years
are vibrant, with brilliant reds, yellows, and blues before retiring from public life voluntarily.
being the most popular hues. Delicate embroidery
is frequently used to decorate Kartakan garb. Trade and Diplomacy: Resources — rye,
Jewelry is used sparingly; the sparkle of a single barley, oats, beets, potatoes, cabbages, hogs,
earring or ring is considered most attractive. cattle, dairy, sausage, beer, timber, salt, musical
instruments. Coinage — ballad (gp), dirge (sp),
Kartakans are a warm, gregarious lot noted for canticle (cp).
their love of music and talent with song. There are
melodies for every occasion and daily activity, and The lack of a sovereign ruler has prevented
a Kartakan village at work or play is a veritable Kartakass from achieving any real political stand-
festival of music. These folk also have a fondness ing with other lands. Although it is a rustic
for poetry and storytelling. Tall tales, domain, it conducts lively trade with its neighbors,
called/eeshkas, are a Kartakan tradition meant to particularly Barovia and Invidia, with whom it
teach lessons and play on the gullibility of shares informal mercantile alliances. Kartakan
listeners. Wandering bards are also a local merchants are cunning and charismatic
institution, and some, such as the dashing Harkon opportunists infamous throughout the southern
Lukas, gain a celebrity of sorts. The arrival of a Core for their congenial demeanors, which often
famous bard stirs a Kartakan settlement to hide predatory mindsets. Similarly, Kartakan
celebration and passion. A popular, bitter local lumberjacks are known for being a touch
brew called meekulbrau sweetens voices and overeager and have been caught illicitly felling
loosens inhibition. Kartakans are content and wood in other domains. Overall, Kartakass's
thankful for the simple pleasures of life. They reputation is healthy with other lands, though the
respect tradition, wisdom, and musical skill above elves of Sithicus take an increasingly dimmer view
all else. They fear little but the vicious wolves that of migration into their territory.
stalk the domain, creatures that have been known
to enter homes at night and drag slumbering vic- Characters: Classes — bards, fighters, rang-
tims from their beds. Legends speak of a time ers, rogues, sorcerers. Skills — Craft (carpentry,
when the wolves disguised themselves as men, weaving), Gather Information, Knowledge (na-
tricking unfortunate souls just long enough to leap ture), Perform (ballad, harp, lute, ode,
on and devour them. storytelling), Profession (brewer, farmer,
lumberjack), Wilderness Lore. Feats — Expertise
The Law: Meritocratic independent settle- (plus derivatives), Lunatic, Skill Focus (Perform),
ments. Kartakans have a shared culture, but each Voice of Wrath, Weapon Focus (Rapier).
settlement in the domain is autonomous. No cen-
tral authority dictates or enforces law throughout Keening
Kartakass. Each settlement chooses a
Meistersinger at an annual competition marked by Cultural Level: None. Ruins suggest that
wild revelries and constant music. The individual Keening was once a Chivalric (8) domain.
who wins the singing contest becomes the
Meistersinger, responsible for governing Landscape: No Ecology (Temperate Moun-
throughout the next year. Although he appoints tains). Keening (KEEN-ing) initially appears to be
others to organize a village's militia, the a normal enough, if forbidding, domain. It is an
Meistersinger is otherwise personally involved in isolated region nestled between the forests of
all matters that concern the community. He Tepest, the Shadow Rift, and the Mountain of
delegates nothing, arbitrating all disputes and Misery. Its only notable feature is Mount Lament,
meting out justice as he sees fits. He also serves as a bleak, windy peak crowned with wisps of fog.
a cultural and moral leader charged with ensuring The mountain's dark gray stone supports little
that the youngest generations learn the mora. vegetation, only pale green mosses and lichens.
These songs, which Kartakans believe are divine The slopes of Mount Lament seem eerily empty;
not a single living creature dwells in the domain.
A nameless settlement lies in ruins near the base
of the mountain, inhabited only by the undead.
126
The Dread Realms
The winds that constantly blow across Mount upland region known as the Sleeping Beast. To the
Lament sometimes seem to moan a mournful song. south, a wooded delta marks where the mighty
The domain is temperate but chill, its skies Musarde River meets the Sea of Sorrows.
perpetually overcast and its seasons featureless.
Lamordian villages are tidy and attractive,
Major Settlements: None. whether awash in summer wildflowers or slumber-
The Folk: Population — none; 970 undead. ing peacefully beneath winter snow. Two or three
Languages — none. Religions — none. No mortal stories tall, the neat rows of homes and shops look
creatures are known to dwell in Keening. The down over narrow streets of gray, smooth cobble-
village that lies at the foot of Mount Lament is stone. Buildings are constructed with thick timber
populated by mindless undead abominations, frames and brick, then plastered and painted white
which are said to shuffle through a grotesque or cream. Roofs are steep and gabled, with thick
parody of their mortal lives. The Tepestani, who thatch to keep out the cold. Although Lamordia is
have dwelled in Mount Lament's shadow for as a temperate domain, its winters are extraordinarily
long as they can remember, know nothing of the harsh. Blizzards blanket the land with unending
village's horrid fate or the nature of its once-living snow and batter the inhabitants with bitter, howl-
inhabitants. ing winds. For much of the year, sleighs and
The Law: No formal government. Keening is snowshoes are the preferred modes of transporta-
a forsaken, desolate land not meant for the living. tion. The summer is no less difficult on travelers,
If any creature calls Keening its realm, it is likely as thick, sucking mud collects in low areas.
undead or mad.
Trade and Diplomacy: Resources (not ex- Major Settlements: Ludendorf (pop. 900),
ploited) — lead, copper, gypsum. Coinage — Neufurchtenburg (pop. 700).
none.
Those who know of its haunted reputation The Folk: Population — 3,200. Humans 99%,
avoid Keening at all costs. Brigands and dwarves Other 1%. Languages — Lamordian,* Mordentish,
from the Mountains of Misery have occasionally Falkovnian, Darkonese. Religions — none.
ventured into the domain, seeking mineral wealth
or other plunder. The Tepestani know better than Lamordians are lean, square-shouldered folk
to attempt anything so foolish. tall in stature and wiry in physique. Their skin is
Characters: None. exceptionally fair but tinted ruddy from the numb-
ing wind that seems to blow across the domain
Lamordia constantly. Eye color is almost always a shade of
green or blue. Their straight or wavy hair is light
Cultural Level: Renaissance (9). blond to dark brown, though fairer hair is slightly
Landscape: Full Ecology (Temperate Forests, more common. Men cut their hair to a medium
Hills, and Plains). Lamordia (la-MOR-di-a) is a length, usually to just above the neck, and keep it
bleak coastal realm in the northwestern Core, a styled back. Women grow their hair long and
land ravaged by the elements. The domain lies either pin it up or weave it into twin braids.
south of Darkon's Jagged Coast on the Sea of Mustaches and beards are never seen on men, but
Sorrows and includes the string of islands known muttonchop sideburns are quite popular. Clothing
as the Finger, which stretches out to the northwest. is exceptionally well made in Lamordia, but mod-
Notable are the frozen Isle of Agony, where a est and somber. Men wear collared shirts, vests,
demonic creature is said to lair, and rocky, and trousers, with wealthier men adding a
forsaken Demise. During the summer months, a waistcoat and scarf. Nobles often wear pointed
muddy causeway links the islands of the Finger, black caps as well. Women prefer modest woolen
but few travelers brave the brackish muck. The dresses with high collars and frequently wear tight,
interior is a region of towering forests where the white bonnets. Color is almost unheard of in
black trees grow massive and dense. The woods Lamordian garb; black, white, and shades of gray
are forlorn and eerily still, but travelers often have are the only hues to be seen. Jewelry is never
the impression that they are being watched from worn, even among the nobility, though noblemen
the shadows. Each spring, woodsmen inevitably carry accessories such as canes and pocket
find thawed corpses deep in the wilderness, their watches.
forms mangled beyond recognition. The terrain is
rugged in the north, especially along the rocky Lamordians are extremely hardy folk accus-
tomed to the domain's savage winter storms and
generally treacherous environment.
127
Chapter Four
They persevere with calm determination, be most content in the darkest winter months,
convinced that they can survive and thrive through when the snowbound settlements cannot bother
sheer hard work and will. Unlike many folk in the him with their petty problems.
Land of Mists, Lamordians are not at all
superstitious. They are in fact rational almost to a Each of Lamordia's settlements has a mayor,
fault and believe in tackling every problem with a appointed by a council of wealthy aristocrats, who
commonsense solution. No church has been able in turn are elected by all male Lamordian
to gain a foothold among the Lamordians, who are landowners in the village. The mayor's main
deistic or outright atheistic. They are skeptical of responsibility is to encourage trade and economic
anyone who promises easy answers through faith ties with other settlements and domains. While
or magic, which they see as crutches for a weak Lamordia's villages are neat and orderly, few laws
mind. Lamordians pursue humble crafts and try to are enforced even at the local level; the
savor the simple joys of life. They reserve their Lamordians manage to get through daily life with
disdain for Victor Mordenheim, a somewhat shady a minimum of conflict and crime. Nonetheless,
surgeon and scientist who conducts strange should the need arise, troublemakers are dealt with
experiments on his estate in northern Lamordia. swiftly by both town militias and the baron's
enforcers.
The Law: Hereditary aristocracy with repub-
lican settlements. Baron von Aubrecker rules Trade and Diplomacy: Resources — rye,
Lamordia from his estate in the Sleeping Beast. sheep, cattle, dairy, furs, cod, mackerel, herring,
The baron is an aristocrat hailing from the family flounder, beer, sausage, furs, salt, leather goods,
that has ruled Lamordia for centuries. He contin- furniture, ships. Coinage — glutton (gp), sable
ues to uphold his household's tradition of distant (sp), marten (cp).
rulership, collecting tribute and maintaining small
garrisons of his own soldiers throughout the do- Lamordia has a perhaps deserved reputation as
main. The baron is more interested in holding a domain where travel can be difficult and hazard-
court at his manor than regency, and he seems to ous. For this reason, and maybe also because it is
such a cold, lonely place, Lamordia's ties with
other lands have been slow to emerge.
128
The Dread Realms
Trade continues to expand in Darkon, Dementlieu, resources. Unfortunately, colonists who have at-
and Falkovnia as outsiders learn of the exceptional tempted to settle on the island have vanished
quality of Lamordian furs and handicrafts. Baron without a trace.
von Aubrecker cares nothing for his realm's politi-
cal standing in other lands, and most Lamordians The Law: No formal government. Markovia's
have precious little regard for the opinions of ruler, if any, is unknown. The lack of an obvious
outsiders anyway. civilization would seem to indicate that the island's
master is either a recluse or a barbarian king of the
Characters: Classes — fighters, rangers, legendary beast-men.
rogues. Skills — Alchemy, Craft (carpentry,
clockmaking, gunsmithing, leathermaking, Trade and Diplomacy: Resources (not ex-
shipmaking, weaving), Profession (apothecary, ploited) — sugarcane, bananas, yams, cassava,
fisher, herdsman, lumberjack, sailor, tanner), pineapples, coconuts, tuna, pearls, oysters, timber,
Sense Motive, Wilderness Lore. Feats — gold, silver. Coinage — none.
Endurance, Exotic Weapon Proficiency (firearms),
Open Mind, Skill Focus (Craft), Toughness, As stated, efforts to establish permanent settle-
Weapon Focus (pistol, rapier). ments on Markovia have met with failure. Even
vessels that ply the waters just off the island's
Markovia coast — usually seeking pearls amid the vast
oyster beds — have a disturbing tendency to run
Cultural Level: Stone Age (1). Some of aground suddenly on hidden shoals.
Markovia's structures reflect a Medieval (7) Cul-
tural Level. Characters: None.
Landscape: Full Ecology (Warm Forests, Mordent
Hills, and Mountains). Markovia (mar-KO-vi-a) is
a tropical island in the northern Sea of Sorrows, a Cultural Level: Renaissance (9).
land of inexplicable lushness amid the cold, Landscape: Full Ecology (Temperate Forests,
eternal fog. Dense forests blanket the island, Plains, and Swamps).
echoing with the cackle of tropical birds. The Mordent (MOR-dent) is a bleak domain on the
verdant vegetation is awash in vibrant flowers and Core's western coast, a land of fishing hamlets and
fantastic insect life. The canopy blots out all light, desolate, haunted moors. Tracks of dense forest
so that the forest floor, tangled with vines and tree still cover much of the countryside, alternating
roots, is perpetually swathed in shadow. with low, foggy plains and rolling heaths. Stiff
Markovia's interior is mountainous; the black winds whistle across the eastern moors; some trav-
peaks, draped in green forest and white wisps of elers have reported hearing chilling howls carried
cloud, rise up to touch the sky. Spectacular on the breezes. At night, curling fog creeps out of
waterfalls roar down the sheer mountain cliff the moors and into the domain's decrepit grave-
faces, plummeting into misty, crystalline pools. yards. Majestic ruined manors, crumbling and
The island's beaches are narrow but idyllic strips choked with dark ivy, loom out of the fog. Aban-
of soft white sand surrounding placid lagoons. The doned to the restless spirits of the moors, such
shore is dotted with ancient basalt statues, peculiar estates are widely regarded as haunted, and the
human figures with their heads and arms upraised Mordentish know better than to investigate when a
to the sky. dim light is spotted in an upper window. In
particular, they avoid the infamous House of
Major Settlements: unknown. Gryphon Hill, where the dread spirit of Lord
The Folk: Population — unknown. Wilfred Godefroy lurks. Mordent's shore along the
Languages — unknown. Religions — unknown. Sea of Sorrows is rocky and battered by cold
Despite its pristine beauty, Markovia is far winds, the rugged chalk cliffs rising up a hundred
from uninhabited. Sailors on the Sea of Sorrows feet or more. Salt spray perpetually hangs in the
have spotted structures on the island, including a air, and belligerent seagulls gather to snatch the
monastery of ashen stone on the southern cliffs. bait of fishermen. It is in Mordent that the broad
There are regular sightings of "beast-men," crea- Arden River finally joins the Sea of Sorrows, at
tures that appear to be animals yet walk on two Arden Bay.
legs and wield primitive tools and weapons. These Mordent's seaside communities, huddled in the
disturbing encounters aside, many domains are bitter ocean winds, are stoic clusters of shanties and
eager to exploit Markovia's exotic and valuable venerable taverns. The whitewashed buildings are
constructed with thick wooden frames, soft brick,
129
Chapter Four
and plaster. Wooden plank roofs grace the humble candidly without revealing much of anything
structures, gray and warped by the sea air. Every themselves.
window and door is equipped with sturdy storm
shutters. Narrow tin chimneys puff white smoke Mordent is the former home of Rudolph van
into the sky, and weather vanes spin frantically in Richten, the famed monster hunter and scholar of
the shifting winds. Twisting wooden staircases the macabre, now presumed deceased. Gennifer
descend the steeper cliffs, providing access to the and Laurie Weathermay-Foxgrove, granddaugh-
humble vessels moored along the docks below. ters of Mordent's noble lord, currently manage van
Mordent is a gray, damp land, its temperatures Richten's herbalist shop in Mordentshire. The
moderated by the sea; extreme summers and twins are themselves acquiring a reputation as
winters are uncommon. dedicated sages and hunters of the supernatural,
much to the distress of their father. They idolize
Major Settlements: Mordentshire (pop. their grim uncle, George Weathermay, renowned
2,600). as Mordent's favored prodigal son. A stalwart foe
of evil, Weathermay rides a forlorn path across the
The Folk: Population — 5,500. Humans 99%, Core in search of the minions of darkness.
Other 1%. Languages — Mordentish,*
Falkovnian, Vaasi. Religions — Ezra, Hala. The Law: Hereditary aristocracy. The ailing
Lord Jules Weathermay, patriarch of the
The Mordentish are lean, hearty people hard- Weathermay family, rules Mordent from his grand
ened by generations of fishing and sailing. Their estate, Heather House. The Weathermays have
skin tends to be fair and ruddy, though duskier always governed with a light hand, and despite
tones are not unknown. Mordentish eyes are usu- Lord Weathermay's poor health, life rolls on in
ally a faded blue, green, or gray. Hair color varies Mordent, as consistent as the tides. The
widely, with flaxen blond and medium brown be- Weathermays are the last prominent noble house-
ing most common. Men cut their hair very short or hold in the domain, the others having fallen to
grow it past their shoulders, often keeping it in a tragedy and attrition centuries ago. Indeed, the
neat braid or ponytail. Women grow their hair crumbling estates that dot Mordent's moors testify
exceptionally long, though those with curlier locks to such vanished bloodlines. The Weathermays
trim it to halfway down their backs. Clothing is have managed to hold on to both their estate and
woolen and durable and kept fastidiously neat and their lineage, though their presence is barely felt
clean whenever possible. Men wear loose shirts outside of the village of Mordentshire. Lord
with breeches and high socks; wealthier men also Weathermay rarely pronounces any laws; he
don waistcoats over their elegant, lacy shirts. merely collects regular taxes and keeps a close eye
Women wear long dresses close fitting on top and on his lands. Mordent's villages are essentially
flaring below the waist. The Mordentish seem to autonomous, administrating their own laws and
prefer somber colors, either black and grays or militias. Mayors and other civic servants are
dark hues of blue, green, yellow, and red. elected from among the male property owners,
Ornamentation is shunned, though patterns such as who remain dutifully mindful of how their
checks or plaids are sometimes seen. Jewelry is decisions will affect the poor. The mayor of
rarely worn, as it is regarded as gaudy even among Mordentshire, Daniel Foxgrove, is the widower of
the nobility. Lord Weathermay's daughter and father of
Gennifer and Laurie.
The Mordentish are simple, practical people
who value common sense and established tradi- Trade and Diplomacy: Resources — barley,
tions. They do things at their own pace and are wheat, hops, sheep, cattle, dairy, flounder, sole,
prideful of their ways. They are also superstitious sardines, lobsters, oysters, chalk, clay, ships. Coin-
folk who believe whole-heartedly in the super- age — mournepiece (gp), weepstone (sp),
natural, particularly the restless dead. They are not saltpenny (cp).
paralyzed by fear, however. The Mordentish have
learned to respect and avoid haunted places lest Fishing provides an important backbone for
the resident spirits seek out the curious in their Mordent's economy, though sheep herding is also
homes. This strategy seems to work for them, at vital to the domain. Mordent does brisk trade with
least most of the time. The Mordentish are polite Dementlieu, where demand for seafood and wool
and friendly toward strangers but always remain provides Mordent with access to high culture and
somewhat reserved. They guard their own secrets new inventions. Borca and Richemulot are also
closely and have a knack for getting others to talk important trading partners. All four domains have
130
The Dread Realms
agreed to a mutual defense pact to protect against fate: every living person in the city was instantly
potential threats from militaristic Falkovnia. For a slain and reborn as an undead creature. Today,
domain of such small size and with a predomi- Necropolis is a city of the dead populated entirely
nantly agrarian landscape, Mordent is a familiar by the unliving. Every living creature that enters
land to folk throughout the Core. This may be due Necropolis dies, only to immediately rise as the
to its reputation as the rural, slow-paced sister to city's newest inhabitant. Although marred by van-
Dementlieu. dalism and neglect in places, Necropolis stands as
it did at the time of the Requiem, an undead
Characters: Classes — bards, clerics, mockery of its former life.
fighters, rogues, sorcerers. Skills — Balance, Craft
(clockmaking, shipmaking, weaving), Gather In- Major Settlements: None. Necropolis itself is
formation, Knowledge (monster lore, religion), a single settlement.
Profession (fisher, herbalist, herdsman, sailor,
scribe), Swim, Use Rope. Feats — Cold One, The Folk: Population — none; 26,800
Ethereal Empathy, Exotic Weapon Proficiency undead. Languages — Darkonese,* Halfling,
(firearms),Ghostsight, Haunted, Skill Focus (mon- Gnome, Lamordian, Falkovnian. Religions —
ster lore), Weapon Focus (pistol, rapier). none. The creature named Death is revered like a
god, though it has no clerics or organized church.
Necropolis
Although it has been swept clean of the living,
Cultural Level: Iron Age (3). Necropolis was Necropolis does not stand still. Those who have
a Chivalric (8) domain prior to the Requiem. observed the city from afar report that the streets
still bustle with activity. Unfortunately, the living
Landscape: No Ecology (Temperate Settled can only guess what sort of unfathomable tasks
Area). Necropolis (ne-KRAW-pol-iss) was once a occupy the walking dead.
bustling metropolis called II Aluk, the most pros-
perous city in the domain of Darkon. That lofty The Law: Undead despotism. An entity known
honor was ripped from the city when Darkon was only as Death rules Necropolis, and all undead
struck by the Requiem. Situated at the epicenter of give homage before its unholy might. Virtually
the cataclysm, II Aluk was victim to a horrifying nothing is known about Death, save that it seems
to be the only force that can stand before Darkon's
131
Chapter Four
wizard-king, Azalin Rex. The undead of The Folk: Population — 14,900. Humans
Necropolis obey Death unwaveringly, which lends 99%, Other 1%. Languages — Grabenite,
credence to the rumor that the undead tyrant is Sithican, Vaasi. Religions — the Lawgiver, Ezra.
death itself, the very embodiment of mortality and
finality. Although vessels from throughout the eastern
Core frequent the Nocturnal Sea, sailors from
Trade and Diplomacy: Resources — none. other lands rarely choose to settle on the sea's
Coinage — none, though Darkonian currency still bleak islands. Settlements are scattered, wind-
can be found in Necropolis in abundance. beaten outposts of civilization in an otherwise vast
and forbidding ocean. Few generalizations can be
No sane living creature wants anything to do made about the islanders that dwell there, save that
with Necropolis. The city has become a gangre- they have remarkable perseverance to survive
nous blight on the face of Darkon, a hindrance to amid such bleak waters. They are protective of
trade and a challenge to Azalin's power. their privacy and autonomy but remain receptive
Necropolis's population has only grown as a to commerce with outsiders. The appearance of the
trickle of foolhardy or ignorant travelers join the islanders varies widely, and while many are of
ranks of the unliving. Astonishing rumors are Nova Vaasan or Darkonese descent, others are of
whispered throughout Darkon that the city's unique and isolated ethnic groups.
undead have developed a complex society divided
into factions and sects that no living creature could The Law: No formal government. No domain
fathom. claims the Nocturnal Sea as its own, though mari-
time tradition holds that a realm's sovereignty
Characters: None. extends a half-mile out to sea. Since safe sea lanes
have not yet been established in the Nocturnal Sea,
The Nocturnal Sea control of maritime traffic is not seen as an asset in
most domains.
Cultural Level: Varies from island to island.
Most are Chivalric (8) or Medieval (7). A handful of islands have their own rulers, but
government is usually decentralized and informal.
Landscape: Full Ecology (Temperate Liffe is the realm of Baron Evensong, a highborn
Aquatic). Most islands have Full Ecology bard who prizes his island's independence. On
(Temperate Forests, Hills, Plains, and Swamps). Graben and Knammen, settlement elders called
The treacherous Nocturnal Sea lies to the west of deacons oversee governance with the mandate of
the Core, its cold waves lapping on the beaches the Grabens, a wealthy merchant family. The
below the western plateau. Weather on the sea is masters of the Nocturnal Sea's other bleak islands
violent and erratic. Gray storm clouds constantly are unknown and, in the judgment of superstitious
race across the sky, rumbling with lightning. sailors, perhaps best kept shrouded in mystery.
Savage storms blowing freezing rain and sleet can
whip up in an instant, battering ships mercilessly. Trade and Diplomacy: Resources — pota-
Near islands, jagged shoals lurk beneath the toes, corn, sheep, dairy, cod, herring, mackerel,
waters, posing a deadly threat to all but the most lobsters, seals, talc, salt, ships. Coinage — none.
experienced mariners. The perpetually overcast Trade is conducted through barter on most islands,
sky makes navigation difficult for vessels without but merchants in Liffe have begun to deal in the
magnetic compasses. No sun, moon, or stars peek currencies of Darkon and Nova Vaasa.
through to provide bearings, forcing sailors to
navigate by sparse landmarks and instinct. Although exceedingly hostile to seafaring, the
Nocturnal Sea nonetheless draws many merchants
The Nocturnal Sea is dotted with islands, and explorers into its gray embrace. Inhabitants of
though many of these are tiny and uninhabited. the more hospitable islands are eager to trade with
Known islands include Liffe, a rustic isle of mainlanders, and the opportunities have been
farmers and musicians; sober Graben and worth the risks to merchants in the eastern Core.
Knammen; L'ile de la Tempete with its mysterious Likewise, the possibility of discovering new lands
lighthouse; the ominous Isle of the Ravens; and beyond the Mists has drawn many a brave captain
frigid, forsaken Todstein. to plunge into the sea's uncharted waters.
Major Settlements: Graben — Graben (pop. Characters: Classes — bards, fighters,
1,900), Kirchenheim (pop. 300), Knammen (pop. rogues. Skills: Balance, Climb, Craft (carpentry,
300), Seeheim (pop. 300); Liffe — Armeikos shipmaking, weaving), Intuit Direction, Knowledge
(pop. 3,000), Claveria (pop. 400), Moondale (pop.
1,600).
132
The Dread Realms
(nature), Perform (ballad, harp, lute, ode), drops down to treacherous bluffs and narrow,
Profession (farmer, fisher, sailor), Swim, Use rocky beaches.
Rope, Wilderness Lore. Feats — Cold One, Dodge
(plus derivatives), Expertise (plus derivatives), Near settlements, the plains are cleared for
Skill Focus (Wilderness Lore), Weapon Focus vast farms needed to feed the domain's swelling
(rapier). population. The cities are nightmarish scenes of
dreadful urban squalor. The streets throng with
Nova Vaasa beggars, and the ditches are piled with refuse and
plague-bloated corpses. The press of people and
Cultural Level: Medieval (7). beasts of burden is positively suffocating.
Landscape: Full Ecology (Temperate Forests, Buildings are constructed of reddish beige brick
Hills and Plains). Nova Vaasa (NOva VAH-sa), on foundations of rough gray stone, with tiny
situated on a plateau in the southeastern Core, is a windows and gabled roofs of golden-yellow
land dominated by sweeping grasslands and crush- shingles. Nova Vaasa's weather can be brutal
ing urban poverty. The plains are rocky and during winter, but spring always brings mild
trackless, but the grasses that cover them are short, warmth and wildflowers.
tamed by the constant grazing of horses. The wind
whistles eerily across the steppes, which are dotted Major Settlements: Arbora (pop. 4,500),
with rocky uplands and copses. For the most part, Bergovitsa (pop. 6,600), Egertus (pop. 3,800),
however, the domain is exceptionally flat, stretch- Kantora (pop. 16,500), Liara (pop. 2,600).
ing from the Balinok Mountains in the west to the
Nocturnal Sea in the east. Crumbling stone ruins The Folk: Population — 67,700. Humans
and humble horse ranches break up the landscape. 91%, Halflings 5%, Gnomes 3%, Other 1%. Lan-
Broad rivers meander across Nova Vaasa's guages — Vaasi,* Halfling, Gnome, Balok,
steppes, cutting deep gorges through the plateau Darkonese. Religions — the Lawgiver.*
where they reach the Nocturnal Sea. The domain
enjoys access to numerous important waterways, Nova Vaasans are rugged people of average
including the Dnar, the Borchava, the Ivlis, and stature with wide hips and stout limbs gained
the Saniset. The eastern coast is rugged and through generations of horsemanship. Their facial
adequate natural ports are rare; the flat plateau features are distinctive, featuring angular chins,
prominent cheekbones, and wide, full-lipped
mouths. Skin color is generally fair and ruddy, but
Nova Vaasans with pale olive or sallow skin are
133
Chapter Four
not unusual. Eyes are almost always dark green or Surprisingly, rebellion and unrest are unheard of,
gray. Hair color ranges from dirty blond to black, due primarily to the doctrines of the Lawgiver's
though darker colors are most common. Women church.
grow their straight hair exceptionally long, often
past their waists, and young girls work these The Law: Hereditary aristocracy. Nova Vaasa
tresses into two long braids. Men, meanwhile, is currently ruled by Prince Othmar Bolshnik, the
prefer to keep their hair cut to just below the patriarch of the Bolshnik family. Traditionally,
shoulder. Men of all stations grow long mustaches, Nova Vaasa's leadership passed from the head of
which they wax into stiff curls. one noble family to the next every five years.
Unfortunately, Othmar has not relinquished his
Nova Vaasan clothing varies greatly with so- mantle in over twenty-five years, a fact that has
cial class. The garb of commoners is simple and caused undeniable tension among the five ruling
often poorly maintained. Men wear trousers and families. Such is Othmar's military and political
long shirts, sometimes with a vest. Women wear power, however, that none dares attempt to oust
blouses with culottes and often cover their heads him.
with kerchiefs. Commoner clothing is never dyed,
only natural dirty white or brown, and is patched Othmar is a vain and ruthless ruler focused on
repeatedly. Most commoners wear cloth cementing the Bolshniks' dominance among the
wrappings instead of proper footwear. Aristocrats noble families and maintaining the status quo in
stand out from the unwashed masses in their Nova Vaasan society at large. Each noble family
brightly colored, meticulous vestments. Male governs its lands independently, however, and
nobles wear flared riding breeches with tall black Othmar only rarely steps in to collect tribute.
boots and finely tailored coats trimmed with lace. Nobles rule harshly and without pity, though the
Most men wear neckerchiefs bearing their family Hiregaard family treats the commoners in its lands
crests, and felt caps are popular among older men. relatively fairly. For the most part, law and justice
Women go about in velvet riding skirts with black do not exist in Nova Vaasan society as they do in
boots and billowing blouses. Noblewomen never other realms; there is no recourse for those who
wear hats, instead wrapping themselves in gauzy have been wronged criminally or privately. Nobles
scarves trimmed with tinkling bells and coins. care nothing for issues that do not directly involve
Clothing dyed in vibrant shades of red, blue, and their interests. Thus, the streets and plains of Nova
purple predominates, and stripes and spiral Vaasa are largely lawless. Settlements have only
patterns are quite popular. Jewelry is usually weak civic government, run by those who have
limited to thick bracelets and earrings. proven themselves loyal to the local family. Each
noble family maintains a small private army that
The class divide in Nova Vaasa is wide and includes cavalry, though the Bolshnik forces are
deeply entrenched. The poor make up the vast by far the largest and best equipped.
majority of the population. These people are truly
destitute and miserable, afflicted by hunger, dis- Othmar's only rival as the master of Nova
ease, and crime. The aristocracy, meanwhile, is Vaasa is not a fellow noble at all, but a mysterious
comparatively tiny in size but extremely wealthy. criminal overlord known only as Malken. This
Five families — the Bolshniks, Chekivs, shadowy figure is rumored to control all that
Hiregaards, Rivtoffs, and Vistins — own nearly all occurs in the underworld of Liara and a good deal
property in the domain. A very small middle class of illicit activity elsewhere in the domain as well.
has begun to emerge in recent years, composed of Malken is practically a bogeyman to the poor of
civil servants, merchants, and underworld types. Nova Vaasa. In the darkest alleyways of the
Despite its wealth and size, Nova Vaasa has the domain, it is Malken's word, not Othmar's, that is
feeling of a society on the brink of decline. Vice the law.
and violent crime are rampant in the
overpopulated cities, while the nobles become Trade and Diplomacy: Resources — wheat,
wealthier each day on the backs of the poor. The corn, millet, barley, oats, rye, cabbage, beets, pota-
commoners are concerned only with surviving and toes, apples, pears, sunflowers, hemp, flax, horses,
drowning their misery in vices. Most nobles dwell chickens, cod, herring, wine, gypsum, amber,
in their own arrogant, anodyne world, believing chalk, salt, leather goods, furniture, ships. Coinage
that commoners are subhuman beasts of burden to — bridle (gp), spur (sp), horseshoe (cp).
be used and abused at whim.
Nova Vaasa is a significant economic power,
though the wealth generated from its resources
benefits only the five noble families. Thus, while
134
The Dread Realms
trade with other lands expands, the crushing pov- The narrow streets are lined with beautiful facades
erty that most Nova Vaasans endure only gets of creamy stone, though the buildings are chipped
worse. Gambling, liquor, and flophouses have also and worn in places. The high rooftops are covered
begun to take their toll on the domain's productiv- with thin, square wooden shingles and dotted with
ity. Under the direction of Malken, underworld narrow, soaring spires. The cities are further
activity has become organized, and it may be only blessed with elaborate sewer systems that twist
a matter of time until the nobles begin to feel its deep into the earth. Richemulot's climate is
pinch. temperate but mild; heavy snows are a rare
occurrence in winter.
Most trade is conducted with Barovia, Tepest,
Hazlan, and the islands of the Nocturnal Sea. Major Settlements: Mortigny (8,200), Pont-
Demand for Nova Vaasan goods, however, spurs a-Museau (pop. 16,500), Ste. Ronges (6,500).
merchants to trek through the Balinoks each spring
from the western Core. Nova Vaasa's most famous The Folk: Population — 45,300. Humans
exports are its horses, prized throughout the Core 93%, Halflings 5%, Half-Vistani 1%, Other 1%.
for their strength, speed, obedience, and beauty. Languages — Mordentish, Halfling, Balok,
Although the noble families have legendary Falkovnian. Religions — Ezra, Hala.
stables and lineages, the finest horses seem to
come from tiny rural ranches. The Richemuloise tend to be wiry folk, short in
stature but athletic. Their skin tone is fair, ranging
Characters: Classes — clerics, fighters, from milky pale to light tan. Blue eyes are quite
rogues. Skills — Craft (leatherworking, common, but shades of green and gray are also
shipmaking), Gather Information, Handle Animal, seen. Richemuloise hair is sleek and straight, with
Intimidate, Knowledge (nobility and royalty, colors running from honey blond to dark brown.
religion), Pick Pocket, Profession (farmer, fisher, Black hair is seen only among noble families. Long
herdsman, rancher, sailor, stable hand, tanner), hair is traditional for both genders, with men
Ride. Feats — Jaded, Mounted Combat (plus preferring to keep theirs in a single ponytail or
derivatives), Quick Draw, Skill Focus (Ride), braid. Excessive facial hair is considered barbaric
Toughness, Weapon Focus (heavy flail, pistol). for men, but thin, well-groomed mustaches are
widespread. All Richemuloise dress comfortably
Richemulot and neatly, regardless of social status. Men and
women alike wear loose shirts, which men keep
Cultural Level: Chivalric (8). open in front during warmer months. Men wear
Landscape: Full Ecology (Temperate Forests, baggy trousers, women knee-length skirts. High,
Hills, and Plains). In the bustling cities of hard-soled boots are considered standard footwear
Richemulot (REESH-muh-loh), secrets are traded for city folk. Daily clothing is rarely patterned or
like so much gold, and unseen foes slink about on decorated, and colors tend to be drab whites, grays,
clandestine missions. Situated in the east-central and beiges. Jewelry is rarely worn, even among the
Core, Richemulot is a land of pristine forests and nobility. For festivals and other special occasions,
gentle river valleys. The forests are sun-dappled men of all classes don elegant waistcoats, while
places full of massive trees and fragrant shrubs women wear flowing dresses that leave little to the
and forbs. The mighty Musarde River winds imagination.
through the domain, providing a vital trade route.
The landscape is largely undeveloped, broken only The Richemuloise put little stock in the super-
by isolated cottages and farms, because most of ficial. They believe that a man's significance is
the domain's population is concentrated in its three defined by what he knows — his skills and knowl-
large settlements. While travelers may not en- edge, and how he applies those assets. This attitude
counter a single soul in rural Richemulot, the cities has created what seems to a remarkably unstratified
are bustling with people. Strangely, these ancient society. Despite the size of the domain's cities, no
settlements still retain an empty atmosphere; va- grubby beggars or other destitute poor are seen on
cant houses, shops, and other structures hint that the streets. Neither are there aristocrats clad in
the cities could support up to three times as many opulent finery and attended by entourages of ser-
inhabitants. Not even the Richemuloise know why vants. Indeed, almost all Richemuloise seem to be
their cities stand abandoned; the original moderately comfortable. Property ownership is not
inhabitants of these silent avenues are a mystery. a social watermark, as any Richemuloise family can
Regardless, they were marvelous builders. take up residence in an abandoned building and
call it home.
135
Chapter Four
as
Unlike many domains, Richemulot has a one of the most brilliant and ruthless Richemuloise
significant immigrant population. Folk from other nobles, and few of her subjects would argue that
domains often flee oppression or poverty in their the domain's fate could be in more capable hands.
homeland in search of the opportunities and free Indeed, while Jacqueline is undeniably conniving
property in Richemulot's cities. and conceited, she has a strong patriotic streak and
believes firmly in a vision of Richemulot as a
In truth, it is not affluence that defines the powerful nation with its own identity. She encour-
nobles of Richemulot, but knowledge. While no- ages outsiders to settle in the domain, asking only
bility is hereditary, the aristocratic families hold that they own a weapon and swear fealty to
their power in the form of information, which is Richemulot itself. Richemulot has no community
brokered and exchanged like a commodity among militias, but Jacqueline expects all Richemuloise
the Richemuloise elite. A prominent noble can to be prepared to defend the realm, especially
wreak social and economic havoc with a single against the ever-present threat of Falkovnia.
nugget of gossip. A cobbler who happens on an
astonishing secret can become a noble overnight if The hereditary nobles of Richemulot have
he knows how to properly use this new influence. absolute control over most aspects of daily life in
The intrigues of Richemuloise courtly life are diz- the domain. Aristocrats arbitrate civil disputes and
zying in their complexity, and few outsiders could regulate trade, and enforcers retained by individual
keep up with either their nuances or pace. Trading noble families keep the peace. The nobles exercise
in knowledge can be a lethal pursuit, however, as their authority lightly, however. Power can be a
more than one noble has buried a secret forever transitory thing in Richemulot, and few nobles
with a dagger or vial of poison. want to risk overstepping their bounds and finding
themselves disgraced by a vicious rumor.
The Law: Hereditary aristocracy. Richemulot
is dominated by the Reinier family of Pont-a- Trade and Diplomacy: Resources — wheat,
Museau and informally ruled by its matriarch, oats, barley, apples, potatoes, dairy, cloth, furni-
Jacqueline Reinier. Jacqueline is widely regarded ture, leather, ceramics, glass, weapons, iron and tin
136
The Dread Realms
goods. Coinage — scandal (gp), secret (sp), rumor The Sea of Sorrows
(cp). Richemulot is a growing power, and its eco-
nomic and political connections with other Cultural Level: Varies from island to island.
domains are expanding accordingly. Richemuloise Most are Chivalric (8) or Medieval (7).
city dwellers produce a wide variety of crafted
goods, all of which are prized in other lands for Landscape: Full Ecology (Temperate
their aesthetic beauty and durability. In particular, Aquatic). Most islands have Full Ecology
trade with Borca, Dementlieu, and Mordent is (Temperate Forests, Hills, and Plains). The Sea of
brisk. Richemulot has also entered into a mutual Sorrows lies to the west of the Core, a frigid
defense pact with these domains to protect against expanse of gray ocean that stretches out into the
invasion from Falkovnia. Mists. Although storms are not frequent on the
sea, the winds are unpredictable, often picking up
Characters: Classes — bards, clerics, or dying suddenly. Where the air is calm, thick fog
fighters, rogues, wizards. Skills — Bluff, Craft banks cover the water's surface. Ship captains try
(gunsmith-ing, locksmithing, stonemasonry, to keep their speed low, as obstacles and other
weaponsmithing), Diplomacy, Forgery, Gather vessels can appear out of nowhere in the haze.
Information, Innuendo, Knowledge (nobility and Daylight is weak and sickly on the sea, while night
royalty), Profession (apothecary, bookkeeper, is as black and oppressive as a tomb. Without stars
scribe), Sense Motive. Feats — Alertness, Exotic to guide them, sailors find navigation exceedingly
Weapon Proficiency (firearms), Expertise (plus difficult, though wealthier captains have benefited
derivatives), Iron Will, Skill Focus (Gather Infor- from the magnetic compass in recent years. Clever
mation), Voice of Wrath, Weapon Focus (pistol, navigators have learned to set a straight course
rapier). within sight of the Core's western coast and
maintain it as best they can until land is again
spotted. The sea has something of a haunted
reputation; tales of ghost ships, particularly the
legendary Relentless, are not uncommon among
veteran sailors.
137
Chapter Four
Numerous islands dot the Sea of Sorrows, but of food and a gateway to distant lands. Unfortu-
most are sparsely inhabited, if at all. The largest is nately, the perpetual cloak of fog has also created
Markovia (see above), a tropical isle in the north- a prime hunting ground for pirates. When tales of
ern sea. Other known islands include pastoral ghost ships and haunted isles highlight such
Ghastria, rocky Blaustein, and Dominia, home to threats, only the most courageous captains dare to
the Heinfroth Asylum for the Mentally Disturbed. brave the sea's dangers. With the exception of
Ghastria, where foodstuffs from the Core fetch
Major Settlements: Ghastria — East Riding impressive prices, markets on the islands have not
(pop. 600). generally been profitable for seafaring merchants.
Most vessels quickly leave waters close to the
The Folk: Population — 1,300. Humans 99%, Core, seeking out the exotic lands beyond the
Other 1%. Languages — Mordentish, Lamordian, Mists.
Darkonese. Religions — Ezra, Hala.
Characters: Classes — fighters, rogues.
The Sea of Sorrows has few permanent inhab- Skills — Balance, Climb, Craft (carpentry,
itants. Although ships carrying merchants and shipmaking, weaving), Intuit Direction,
explorers constantly ply her fog-bound waters, the Knowledge (monster lore, nature), Profession
sea is only a highway for these souls. The (farmer, fisher, sailor), Swim, Use Rope,
scattered folk who dwell on the sea's islands are Wilderness Lore. Feats — Back to the Wall, Cold
hardy, stalwart people. Most are of Mordentish or One, Dodge (plus derivatives), Expertise (plus
Lamordian descent, but some hail from more dis- derivatives), Haunted, Skill Focus (Wilderness
tant lands. It is hard to speak generally about the Lore), Weapon Focus (rapier).
sea's island inhabitants. Some, such as the simple
farmers of Ghastria, warmly welcome any contact The Shadow Rift
with the Core. Others, such as the thugs and
ruffians of Blaustein, are likely to brutally attack Cultural Level: Unknown.
those foolish enough to land on their island. As a Landscape: Unknown. The Shadow Rift is a
whole, however, islanders tend to be survivors. vast chasm that festers like a wound in the center
Isolation from the Core has taught them self- of the Core. Its sheer cliffs drop away abruptly
reliance and honed their maritime skills. from the neighboring domains, as if the land has
simply crumbled into nothingness. The Blackmist
The Law: No formal government. No do- River in Tepest cascades off the precipice, roaring
mains claim the Sea of Sorrows as their own. into the yawning void below. Roughly two
Traditionally, a realm's territory extends to a half- hundred feet below the Rift's edge, black vapors
mile beyond its shores. The rest of the sea is swirl in hypnotic patterns, an unsettling, ebon
regarded as neutral, best left to the islanders and reflection of the Mists themselves. These
ghosts. tenebrous vapors conceal whatever lies at the
bottom of the Rift. If any mortals have descended
Each inhabited island is governed differently, into that abyss and returned, they have not
but it is usually the will or charisma of a single revealed what secrets the Rift may hold.
leader that maintains law and order. Ghastria is Major Settlements: Unknown.
ruled by the Marquis Stezan d'Polarno, an aristo- The Folk: Population — unknown. There is
crat who throws annual galas for nobles who make little reason to believe that anything at all inhabits
the journey to his island. Blaustein is controlled by the Shadow Rift. Nonetheless, wild tales persist of
the dread Bluebeard, a secretive tyrant who com- various creatures emerging from the Rift and prey-
mands fervent loyalty among his subjects. ing on nearby communities — shapeshifters,
Dominia's only settlement is the asylum of ghostly humanoids, demonic berserkers, and
Daclaud Heinfroth, a renowned institution for myriad other horrors.
treating those plagued by madness. The Law: Unknown. If the Shadow Rift is
indeed, as some folk have speculated, a gateway to
Trade and Diplomacy: Resources — pota- another world, then it must be an alien and
toes, turnips, sheep, cattle, dairy, herring, cod, lightless realm. Few can guess what sort of
tuna, sardines, salmon, lobsters, whales, wine. otherworldly tyrants rule in such a place.
Coinage — none. A smattering of obscure coins Trade and Diplomacy: Resources —
pass through some settlements, but trade is con- unknown. Coinage — unknown.
ducted through barter on most islands.
For the Core's western coastal domains, the
Sea of Sorrows has proven to be a valuable source
138
The Dread Realms
Over a decade ago, a Tepestani noble funded here and there, providing roosts for great, russet
the construction of a staircase that would have led eagles. The Musarde River and its tributaries cut
down into the Shadow Rift. Creation of this De- through the domain's gently rolling terrain. Near
scent, as it was called, was halted when workers the center of the domain is the jagged maw of the
who entered the black mists never emerged. To Great Chasm. Out of this sheer canyon rises a
date, there have been no further organized efforts black peak topped by the ruins of Nedragaard
to explore the Rift's mysteries. Keep, the fortress of Sithicus's dwarven tyrant.
Shattered three years ago in the Hour of
Characters: None. Screaming Shadows, the cracked ruins now jut
from the earth like blackened teeth. Ravens wheel
Sithicus forlornly about the towering shards, and some
elves swear they have glimpsed mournful shades
Cultural Level: Medieval (7). drifting around the ruins at night.
Landscape: Full Ecology (Temperate Forests
and Hills). Sithicus (SITH-uh-cuss), located in the Elegant architecture was once prized by the
southwestern Core, is a shattered elven kingdom, elves of Sithicus, but today the domain's settle-
perhaps the only domain in the Land of Mists ments are crumbling. The wondrous elven wood
populated primarily by nonhumans. As might be and crystal masonries are neglected and covered
expected, it is a land of ancient forests where the with ivy. Twisting towers of living wood are
dense, leafy boughs above blot out the sun. The blighted with insect galls and rot, and the gardens
wilds are overgrown and treacherous, reeking con- stand choked with thistles and brambles. Roads
stantly of wet decay and sickly-sweet resin. that once glittered like an evening sky are dull and
Patches of briars and nettles form dense snarls, crumbling. The arcane libraries slowly rot under
and the forest floor is slick with rotting leaves and an assault of mildew and silverfish, yet the elven
moss. Mottled ivy and gray ferns grow wizards seem oblivious. Temples to forgotten gods
everywhere, and pools of fetid water gather algae are charred and blasted as if from lightning, the
in the hollows. Fallen logs litter the understory, holy names stricken.
encrusted with florid, poisonous fungi. Rocky
uplands peek out of the sweeping forest landscape
139
Chapter Four
The climate in Sithicus is temperate but mild. please him. No explanation or excuse is ever
Although the sun often blazes cruelly in the late given. The Sithican elves hate Azreal passionately
summer months, the elves are sheltered by the cool but fear his wrath even more. The dwarf king
shadows of the forest. commands troops of undead soldiers and is widely
rumored to be a supernatural creature himself.
Major Settlements: Har-Thelen (pop. 500), Speculation abounds regarding Azrael's relation-
Hroth (pop. 900), Mal-Erek (pop. 500). ship with Sithicus's Vistani, whom he seems to
envy, fear, and hate.
The Folk: Population — 4,300; Elves 96%,
Half-Elves 2%, Humans 1%, Other 1%. Languages Azrael's presence aside, the Sithican elves
adhere to the traditional loose elven aristocracy.
— Sithican,* Vaasi, Balok, Mordentish. Without a true elven monarch to unite them,
Religions however, relationships between settlements and
noble houses can become tense and bitter. Each
— Ezra, Hala. settlement is ruled by the word of the eldest elven
The overwhelming majority of Sithicans are noble, who governs lightly. There are houses for
high elves, though these Sithican elves speak their each task or role in elven society, though some are
own unique language. Over the years, human mer- much more prestigious and powerful than others.
chants and craftsmen from Kartakass have settled in The noble, ranger, and wizard houses are particu-
Sithicus, often marrying into elven houses of low larly prominent. Since the elves value their
station. Predictably, there is a growing population freedom above all else, laws are few and far
of half-elves in the domain, though more presti- between. Protecting the resources of the forest and
gious houses spurn these outcasts. Rumors persist the privacy of elven settlements are the primary
of a tiny settlement of halflings in the Iron Hills of priorities. Sithican militias are small but well
the northeast, but the region is considered by the trained and diversified, with fighters, rangers, and
elves to be haunted. wizards in their ranks.
Sithican elves are grim, cold folk compared to
the high elves found elsewhere in the Land of Trade and Diplomacy: Resources — oats,
Mists. Their clothing is drab, the preferred colors cabbage, carrots, turnips, peppers, squash,
being white, beige, ash, and gray-green. The deep peaches, grapes, sheep, goats, wine, spirits, timber,
adoration of nature and beauty is gone, replaced by furs, salt, gems, crystal, cloth. Coinage — rose
solemn apathy. Sithican elves believe that their (gp), crown (sp), sword (cp).
culture will survive, as it has done for centuries, no
matter what troubles befall it. The domain's wicked Although suspicious and insular, Sithican
monarchs may rise and fall, the petty problems of elves have reaped the benefits of expanding trade
other realms may come and go, but Sithicus itself with neighboring domains, particularly Kartakass.
will endure. Denial tinges the elves' cold arrogance; Thus, reluctantly and gradually, contact with other
all around, the wonders of their culture are lands has increased. Merchants are eager to
crumbling. They cling to their traditions dourly, acquire the rare vegetables, spirits, hardwoods,
draining them of meaning and suffocating their and handicrafts the elves produce. Tiny
society for reasons they can no longer remember. settlements of human traders and laborers have
Outsiders are treated with disdain or even hostility begun to appear in Sithican territory, which angers
by the Sithican elves, who remain haughty and the more isolationist elven houses. Azrael does not
suspicious toward all other races and lands. Even discourage such economic colonialism, however,
humans who have dwelled in Sithicus for a genera- as it benefits his own coffers.
tion or more are considered second-class citizens.
The Law: Despotic monarchy and aristocracy. Characters: Classes — bards, druids,
Azrael, a dwarven despot with unholy powers, rules fighters, rangers, wizards. Skills — Bluff, Craft
Sithicus through sheer fear. The dwarf recently (bowmaking, carpentry, gemcutting, weaving),
seized control of the domain from the black-hearted Handle Animal, Intimidate, Knowledge (arcana,
knight who once ruled from Nedragaard Keep. nature, nobility and royalty), Profession (herbalist,
Although the knight was undeniably harsh to the scribe), Wilderness Lore. Feats — Dodge (plus
Sithican elves, he cared little for his role as their derivatives), Lunatic, Point Blank Shot (plus
monarch. Azrael has proved a much more derivatives), Reincarnated, Track, Two-Weapon
monstrous tyrant. The dwarf governs erratically, Fighting, Weapon Focus (composite longbow,
appearing periodically in elven settlements, longsword).
demanding tribute and slaughtering any who dis-
140
The Dread Realms
Tepest The Tepestani are muscular and handsome
people, if slightly short in stature. Their skin is fair
Cultural Level: Early Medieval (6). and frequently freckled, and eye color is green or
Landscape: Full Ecology (Temperate Forests blue. Hair color can range from strawberry blond
and Hills). The domain of Tepest (TEP-est) is a through dark brown, but most Tepestani are true
land of dark, menacing forests where the folk are redheads, with auburn to carrot-orange hair. Men
beset by malicious, creeping evils and paranoid keep their hair cut to just above the shoulder, but
hysteria. These woodlands are eerie, preternatural women prefer to grow their tresses exceptionally
places where shadows persist throughout the day long, especially if it is naturally curly. Many men
and wisps of fog cling to the ground. The ancient wear full beards and mustaches, either wild and
trees are gnarled and grotesque, their branches and unkempt or braided. Clothing is simple and durable:
roots seeming to grasp at interlopers. Toadstools trousers and baggy shirts for men, long skirts and
and mosses carpet the muddy ground, and weird blouses for women. Clothing is secured with cloth
sounds echo through the thickets. The forests seem cords rather than fasteners or belts. Folk wrap
sinister even by the light of day, and at night they themselves in dense, layered furs in the winter
teem with flickering shadows, glinting yellow months. Earthen colors, especially browns and dark
eyes, and the eerie glow of St. Elmo's fire. greens, predominate in local garb. Decoration or
Travelers sometimes stumble upon unnatural other adornment on clothing is rare. Wealthier folk
copses of trees that are perpetually wrapped in stand out with their high leather boots and massive
spring bloom, autumn color, or winter snow. fur cloaks. The Tepestani wear little jewelry, save
Rivers and the East Timori Road divide the for the occasional bronze armband or earring.
forests, and the Tepestani have names for them all
— Wytchwood, Brujamonte, Goblinwood, and so The Tepestani take pleasure in hard work and
forth. The black waters of Lake Kronov, in the simple joys of life, such as family, food, and
western Tepest, provide easy fishing throughout music. While they consider toil and hardship to be
the year, as they never freeze over completely. sacred facets of life, they are also passionate people.
Fishermen must keep a watchful eye out for the The Tepestani year is dotted with seasonal festivals
water monster known as the Avanc and avoid the that feature nightly singing, dancing, and drinking.
haunted shores of Castle Island. Nonetheless, the Tepestani are extremely
Villages are cozy little points of light amid the superstitious and fearful folk. They are terrified of
forest gloom. Most buildings in the domain are the "little beasties" that stalk the domain's forests,
crudely constructed of smooth stones. The conical seeking foolish travelers on whom to prey. These
roofs are thatched with hay or peat, with central, goblin bands are particularly cruel and murderous,
wobbly chimneys. The humblest homes are merely but the forests are also home to malicious fey,
sod huts built atop shallow pits. Nobles, mean- cannibalistic hags, and other horrors. The Tepestani
while, dwell in grim keeps that are little more than make few distinctions between the various forest
featureless monoliths of stone surrounded by denizens, regarding them all as unholy magical
wicked palisades. The domain's most beautiful beings. Although in the past the Tepestani huddled
structures are the small stone temples dedicated to in fear from these creatures, they now respond with
Belenus. The splendid chapels are open to the sky, sword and flame to signs of supernatural activity,
as if anticipating a glimpse of the god's face led in their crusade by the clerics of Belenus.
through the ashen sky. Stylized stone images of Everywhere the Tepestani see signs of evil's influ-
Belenus's solar disc adorn villages throughout the ence, even among their families and neighbors.
domain. Fear has led to hysteria, and though creatures of
Tepest's climate is temperate but moderate; darkness have indeed been destroyed by the vigi-
truly brutal winters or scorching summers are un- lance, an untold number of innocents have also
usual. Most days are overcast and foggy, the sun been slain.
shining weakly through the gray haze.
Major Settlements: Briggdarrow (pop. 300), The Law: Aristocratic and theocratic inde-
Kellee (pop. 3,700), Viktal (pop. 3,600). pendent settlements. It is culture rather than formal
The Folk: Population — 15,500; Humans government that unites the Tepestani. A council of
99%, Other 1%; 2,900 goblins. Languages — senior wealthy males administers each settlement
Tepestani,* Darkonese, Vaasi, Sylvan. Religions independently. These elders govern with relative
— Belenus,* Ezra, the Lawgiver. impunity, though they act only when in unanimous
agreement.
141
Chapter Four
In larger settlements, petty magistrates and by fearsome black panthers. The trees are ancient
warriors are appointed by the elder council to and massive, shrouded by cool fog and a thick
oversee day-to-day law and order. The clerics of beard of mosses. Eerie hoots and growls echo
Belenus have significant influence over the elders through the hollows, and the chill air is heavy with
in most settlements. This influence has grown in the primeval scent of damp redwoods. Although
recent years, as Belenus's clerics maintain that the shadowy understory is dotted with low, dewy
only their god's cleansing fire can protect the ferns, travel is difficult due to the treacherous
innocent from the forest's denizens. To that end, terrain. Ridges and narrow canyons wind their way
the clerics root out suspected evildoers and then through the domain, providing concealment for
quickly convene tribunals to interrogate and sen- skulking predators. Rocky streams flow eastward
tence them. Such hasty justice often leads to a toward the Arden River, their whitewater rapids
cascade of accusations as the guilty attempt to teeming with fish.
divert the clerics' attention to others. Wyan of
Viktal is at the front of the church's expanding Villages are densely clustered in Valachan,
power. He is a severe man who unflinchingly bustling pockets of industriousness amid the
takes drastic measures when purging a settlement eldritch wilderness. The windowless buildings are
of evil's taint. constructed of heavy logs or planks, with gabled
roofs shingled in black slate. Large, single-room
Trade and Diplomacy: Resources — barley, lodges are common even among wealthy nobles,
wheat, oats, turnips, potatoes, pears, sheep, goats, who take great pride in their cavernous abodes and
hogs, dairy, sturgeon, pike, peat, timber, gypsum, encourage villagers to socialize within. Structures
beer. Coinage — none. Tepest conducts trade are decorated with elaborate, stylized carvings of
through barter, though some currency from panthers, bears, wolves, and ravens. Heraldry is
Darkon and Nova Vaasa moves through the important to the Valachani, and homes are proudly
domain. adorned with the matriarch's insignia. Baron von
Kharkov's Castle Pantara, in contrast to the invit-
Isolated as it is, Tepest has never enjoyed ing homes of his subjects, is a menacing fortress of
extensive contact with other domains. The East charcoal-gray stone. Although temperate, the
Timor Road and South Dnar River, both leading Valachan's climate is exceedingly wet, with heavy
into Nova Vaasa, are Tepest's only conduits to the rainfall throughout the year. Temperatures are
outside world. The evil reputation of the domain's moderate through all seasons, but sweltering sum-
forests is enough to dissuade travelers even from a mers occur occasionally.
broad highway like the East Timor. The recent
hysteria that has gripped Tepest further discour- Major Settlements: Helbenik (pop. 3,500),
ages the few outsiders interested in political or Rotwald (pop. 4,400), Ungrad (pop. 1,500).
economic ties with the domain. Nonetheless, lim-
ited trade persists with settlements in northern The Folk: Population — 19,100; Humans
Nova Vaasa. 97%, Gnomes 2%, Other 1%. Languages —
Vaasi,* Mordentish, Gnome, Sithican. Religions
Characters: Classes — bards, clerics, — Ezra, Hala.
fighters, rangers, sorcerers. Skills — Craft
(carpentry, leatherworking, weaving), Intimidate, Valachani are tall, muscular people with wide
Knowledge (monster lore, religion), Perform shoulders and long, sturdy limbs. Their skin is
(ballad, dance, flute, harp), Profession (farmer, typically a dark coffee brown, though colors rang-
fisher, herbalist, herdsman, lumberjack), Sense ing from a creamy tan to nearly charcoal black
Motive, Wilderness Lore. Feats — Iron Will, occur. Eye color is almost always dark brown, but
Lunatic, Redhead, Skill Focus (Knowledge the odd individual with unsettling bile-yellow eyes
[monster lore]), Toughness, Weapon Focus is sometimes born. Valachani hair is glossy black
(longsword, throwing axe). and worn long and straight by both genders. Men
never wear beards or mustaches, but many grow
Valachan long sideburns. Clothing is durable and simple,
Cultural Level: Medieval (7). with both men and women preferring to go about
Landscape: Full Ecology (Temperate Forests in loose trousers and tunics often decorated with
and Hills). Nestled in the southwestern Core, fringe and animal teeth. Faded black and white are
Valachan (VAHL-eh-kahn) is a rugged domain the favorite colors, though these are accented with
blanketed by lush evergreen forests and prowled bold reds, greens, and blues. Valachani wear knee-
142
The Dread Realms
high boots of soft leather throughout the year, peaceful. The most powerful nobles administer
even when not outdoors. justice and arbitrate disputes as they see fit, but
corruption is rare. Nobility is hereditary through
The Valachani are a stalwart people accus- the mother's side, and men rather than women
tomed to a rustic life amid the domain's eerie marry out of their families. Although tradition
forests. They personify the creatures of the forest dictates that nobles be respected and deferred to
in myths, reserving their greatest reverence and because of their wealth, commoners do not tolerate
fear for the panthers, which are numerous and incompetence or weakness in their betters. Nobles
notoriously cunning. Valachani value who lack the guile to defend their positions are
perseverance and strong family ties but tend to be quickly eliminated and their assets divided among
suspicious of "book learning" and the trappings of the remaining aristocrats. Serving in a settlement's
more advanced domains. A Valchani who does not militia is an honorable and profitable pursuit, as
know how to shoot a bow or survive in the nobles reward service with wealth, titles, and ar-
wilderness is less than a whole person. Despite ranged marriages.
their individualism, the Valachani are social
people with exceedingly complex rituals for life's Trade and Diplomacy: Resources — wheat,
milestones, including birth, coming of age, barley, hops, cherries, apples, peas, flower bulbs,
marriage, and death. Lengthy festivals mark these hogs, sheep, dairy, salmon, trout, timber, furs,
events in settlements. Handcrafted gifts are gold, copper, bows, furniture. Coinage —
exchanged and wealthy Valachani attempt to pantherhead (gp), cateye (sp), claw (cp).
outdo one another by obtaining the best foodstuffs
and entertainment. Despite expanding trade with neighboring
domains, Valachan retains a strong streak of inde-
The Law: Aristocratic monarchy. Valachan's pendence. Baron von Kharkov apparently has little
ruler, Baron Urik von Kharkov, is a cold man who interest in establishing alliances with other realms.
values obedience and his own privacy above all His enforcers patrol the domain's frontiers irregu-
else. This stern aloofness does not endear the larly, equally likely to harass, rob, or murder
baron to his subjects, but the Valachani have curious travelers. Thus, the Valachani are left to
learned to pay their taxes dutifully and thereby forge their own bonds with foreign merchants. For
avoid the baron's attention and infamous temper. now, the Valachani seem content to trade their
Von Kharkov demands petty servitude from wares and avoid entangling themselves in the
random commoners on occasion, summoning them affairs of other lands.
to Castle Pantara for a single night. Those who are
summoned often return infected with the White Characters: Classes — barbarians, druids,
Fever, a mild but debilitating flu that strikes many fighters, rangers, sorcerers. Skills — Climb, Craft
Valachani throughout their lives. Each year, von (basketweaving, bowmaking, carpentry), Hide,
Kharkov forcefully takes a young Valachani Intuit Direction, Knowledge (nature), Move Si-
woman as his bride; to date, the unfortunate soul lently, Profession (farmer, guide, herbalist,
he chooses has never lived out the year. These lumberjack), Wilderness Lore. Feats — Alertness,
sinister facts only heighten fear of the baron and Courage, Improved Critical, Point Blank Shot
feed rumors that he truly is inhuman. (plus derivatives), Skill Focus (Wilderness Lore),
Track, Weapon Focus (composite longbow).
The baron's private army of enforcers collects
taxes and rounds up anyone unfortunate enough to Vechor
draw von Kharkov's ire. Expertly trained in
swordsmanship and wilderness skills, these Cultural Level: Classical (4).
enforcers are monstrous sadists zealously loyal to Landscape: Full Ecology (Warm Forests,
their lord. The mysterious Lady Adelaide, the Hills, and Swamps). Vechor (VEH-kor) is a domain
Veiled Mistress, commands them. Arrogant and of chaos and turmoil where the land itself can be
astonishingly vicious, Adelaide shares the unstable. Lying east of the Core, beyond the cold,
appetites of the baron. She can be bribed by the gray waters of the Nocturnal Sea, Vechor's coast is
offering of a handsome youth, who usually a tidal marshland. Lush, salt-tolerant vegetation and
emerges scarred without and within from the clouds of buzzing mosquitoes inhabit this border
mistress's wicked attentions. between land and sea. Farther inland, dense,
verdant tropical forests are cut by the wide Nostru
Despite the oppressive presence of the baron's River as it winds its way toward the coast. At the
minions, life in most Valachani settlements is domain's eastern frontier, the Cliffs of Vesanis rise
143
Chapter Four
up toward a drier plateau that quickly becomes lost Every Vechorite bears the brand of an "E" on the
in the Mists. Vechor's climate is perpetually hot forehead, written in the local language. This is
and humid, marked by a long and merciless rainy done voluntarily as an honorific for their king.
season. Rapid, seemingly impossible shifts in
weather are not unusual. Storms that drop hail, Despite the unnerving strangeness of their
sleet, and even snow can sweep through the do- homeland, Vechorites are a warm and content
main unexpectedly, vanishing just as quickly as people. They take simple joy in farming, fishing,
they appear. Cyclones regularly strike the domain hunting, and handicrafts. Vechorites are notori-
with frightening ferocity. ously fickle, however, and tend to act out of
emotion and impulse rather than rationality. They
Much like the weather, Vechor's landscape has have learned to accept the ephemeral nature of the
a disturbing tendency to shift over time, as fluid domain as a fact of life. It is no secret that
and unpredictable as a maelstrom. Most of these Vechor's king is hopelessly mad. The Vechorites
changes occur over the course of days, but rapid, believe that a land is both an extension and
violent shifts are not unheard of. The forests seem reflection of its ruler. Thus, they do not find it
to rearrange themselves at random, obliterating surprising that Vechor itself can seem as insane as
landmarks and rendering maps useless. Trails are their king. Their response is to simply take the
redirected to new destinations, and the coastline mayhem in stride. Particularly startling changes in
appears to creep back and forth. This effect can be Vechor's landscape are considered omens of the
observed in the domain's settlements as well. The king's mood or demeanor.
square, pale brick structures can vanish or appear
from nowhere. Streets and alleyways twist and The land's fluid character has touched
turn differently each time they are traversed. Even Vechorite society as well. There are few social
the heavens above Vechor are not immune. The restrictions or barriers in Vechorite culture, and
sky changes colors, oozing from azure to sickly virtually no taboos. There is only a loose class
green to brilliant purple. The sun and moon appear structure, and women are considered equals with
to change size with each dawn and dusk, bloating men. The strong dominate the weak with little fear
to fill the sky or dwindling to a weak blot of light. of reprisal. Perhaps the only enduring social tradi-
tion is marriage, which is regarded as a sacred
Major Settlements: Abdok (8,000). symbol of stability. Widowed men and women do
The Folk: Population — 15,900; Humans not remarry, and unfaithful spouses are punished
99%, Other 1%. Languages — Vechorite.* Reli- with death.
gions — none. Vechorites acknowledge their king
as a god but do not worship him. The Law: Ochlocratic despotism. Vechor is
Vechorites have lean, athletic builds and av- ruled by Easan the Mad, a reclusive wizard-tyrant.
erage statures. Their complexion is dusky, from an Easan's reign is supported by a firm conviction
olive-tinged light tan to a deep bronze. Their among the Vechorites that he is divine. According
deeply set eyes are either an intense blue or green to the natives, Easan has ruled their land for eons,
or, more rarely, a startling gold or silver. and though this claim may be hard to accept,
Vechorites' straight, unruly hair ranges from Easan has certainly reigned longer than the life
honey-blond to flat black in color. Most work their span of a normal man. The king is never seen in
long locks into a cascade of fine braids. Men grow public, so outsiders can only speculate as to his
small, neat mustaches but shun beards. Vechorite nature. Easan's palace in Abdok, for all its
clothing is light, providing the wearer with opulence, stands silent. It is rumored that the king
mobility and keeping him cool in the domain's spends most of his time in a mystical dwelling
muggy climate. Both men and women favor short beyond the Cliffs of Vesanis, cackling madly and
skirts and tunics that are worn over the left listening to the whispers of ancient evils.
shoulder and belted at the waist with a sash.
Simple sandals are the preferred footwear. Men There is no formal law in Vechor, only an
dress in white, beige, or gray, but women prefer unspoken code of loyalty to Easan. Although the
floral colors such as pale reds, oranges, yellows, king's presence is barely felt in daily life, none
pinks, and violets. Jewelry, particularly necklaces dares speak against him. Those who voice words
and bracelets, is popular with both genders; gold, of rebellion vanish without a trace, presumably
silver, gems, shell, bone, and wood are used in into Easan's insane clutches. There are no civil or
equal measure. criminal authorities in Vechor's settlements. Vio-
lence and theft are repaid with brutal mob justice;
144
The Dread Realms
lynchings are carried out in the streets, the offend- well-traveled roads in Verbrek, only the most rug-
ers hacked to death with blades. Vechor's ged and poorly maintained trails. The broad,
settlements have no standing militias, but all muddy Arden and Musarde Rivers and their
young men are rigorously trained in both hunting tributaries serve as the domain's primary conduits
and combat. to other lands.
Trade and Diplomacy: Resources — rice, The scattered hamlets and lone farmsteads that
millet, cassava, cotton, bananas, sugarcane, cacao, dot the domain are wholly without comfort in the
coffee, tea, rubber, gums, spices, vanilla, cattle, surrounding gloom of the wilderness. Civilization
tuna, shrimp, turtles, pearls, timber, gold, silver, seems to be hanging on by a thread, the savage
gems. Coinage — wildcrown (gp), wildorb (sp), forests threatening to devour its tiny strongholds.
wildpenny (cp). The currency used in Vechor is The squat buildings are constructed of massive,
clearly ancient, the coins worn and irregular in rough-cut logs and thatched, gabled roofs and
shape. Although their value is still recognized chimneys of smooth river stones. Muddy trenches
among the Vechorites, barter is commonplace as five feet or more deep surround the domain's
well. humble livestock pens, an often futile strategy to
keep the wolves at bay. Verbrek's climate is
For all its madness, Vechor has seen contact extremely even, featuring cold winters and warm
with other domains increase in recent years. Mer- summers, with rainfall most plentiful in late
chants are eager to trade for the domain's exotic spring.
and valuable resources, and the Vechorites have
responded in kind. Commerce has expanded with Major Settlements: None. Verbrek is
coastal settlements in Darkon and Nova Vaasa in sparsely populated, and most folk dwell in solitary
particular. Easan has not yet reacted to the pres- farmsteads or settlements of fewer than twenty
ence of outsiders in his realm, though none can people.
truly say what the mad wizard's attitude is toward
this growing exchange. The Folk: Population — 800; Humans 99%,
Other 1%; 1,100 natural werewolves. Languages
Characters: Classes — druids, fighters, rang- — Mordentish,* Balok, Vaasi, Sithican. Religions
ers, sorcerers. Skills — Craft (pottery, — the Wolf God,* Ezra, Hala.
stonemasonry, weaving), Intimidate, Intuit
Direction, Knowledge (arcana, nature), Profession Verbrekers are a sturdy breed, short in stature
(farmer, fisher, herdsman, miner), Swim, but muscular. Their skin ranges from very fair and
Wilderness Lore. Feats — Courage, Dodge (plus freckled to light tan in color, though it is typically
derivatives), Improved Initiative, Iron Will, Open weathered and toughened with calluses. A
Mind, Quick Draw, Weapon Focus (kukri). Verbreker's eyes are usually blue or green, and
hair color runs from honey blond to medium
Verbrek brown, but auburn is not uncommon. Both men
and women keep their straight hair long and
Cultural Level: Medieval (7). unstyled, with men preferring to maintain a length
Landscape: Full Ecology (Temperate Forests, just above the shoulder. Men often grow
Hills, and Swamps). Verbrek (vehr-BREHK) is a mustaches and beards, always together. Verbreker
wild domain in the grip of fear, where the wolf is clothing is simplistic, loose fitting, and functional.
master and humanity huddles like cowering prey. Men wear trousers and tunics, while women dress
Lying in the heart of the southwestern Core's river in blouses and long skirts slit up the thigh. Many
lowlands, the domain is shrouded in a patchwork Verbrekers, male and female alike, wear hooded
of towering forests, misty hollows, and overgrown cloaks when outdoors. Shades of green and neutral
wetlands. Here the wilderness is primeval and colors such as white, beige, and brown
untamed, the dense and thorny vegetation making predominate local garb. Folk from all walks of life
travel an arduous experience. Travelers must learn carry a hatchet and knife at all times.
to be wary of Verbrek's wolves, hulking, silver-
furred beasts that stalk their prey with human Verbrekers are at home in the wilderness,
cunning. Those who brave the domain's trackless though their relationship with the natural world
wilds are constantly harried by a terrifying sensa- could best be described as an uneasy truce.
tion of being hunted. Snapping twigs and rustling Verbrekers have a healthy respect for nature, but
leaves are enough to send travelers into panicked that respect is tempered with a fear of nature's
flight, like frightened deer. There are no wide, savagery. They stoically strive to carve out a corner
of civilization along the banks of Verbrek's rivers,
145
Chapter Four
recognizing all the while that in the battle between and Richemuloise currency moves through the
humanity and nature, nature is likely to emerge the domain.
victor. In the meantime, they endure by learning
the ways of their wilderness, thereby avoiding a Verbrek is regarded as something of a treach-
senseless and early death. They value basic erous, backwater realm. Tales of rampaging
survival skills and are easily angered by urban folk werewolf packs discourage outsiders from ventur-
who risk everyone's neck through their ing into the domain with any frequency. The only
recklessness or ignorance. regular visitors are river merchants, who ply the
domain's waterways in search of the furs, timber,
The Verbrekers are not the true masters of the foodstuffs, and other commodities that the
domain, a fact that they acknowledge with grim Verbrekers produce. In turn, they bring scarce
fatalism. Verbrek belongs to the werewolves, who crafted items, particularly iron tools, on which the
have their own brutal tribal society. Raised on Verbrekers depend. Regardless of the season, trav-
wolf myths and the occasional encounter with the elers may encounter the gregarious Captain
lycanthropes, Verbrekers are taught to fear Nathan Timothy navigating Verbrek's rivers. The
werewolves and avoid them at all costs. Now and captain is willing to transport passengers aboard
then, on a moonlit night, a lone victim is heard his cargo vessel, the Virago, for a reasonable fee.
screaming in the distance, dragged off by the
bloodthirsty beasts. Verbrekers respond simply by Characters: Classes — druids, fighters, rang-
double-checking the locks, throwing another log ers, sorcerers. Skills — Craft (bowmaking,
on the fire, and thanking the gods that they aren't carpentry), Hide, Knowledge (monster lore, na-
the victims tonight. ture), Move Silently, Perform (storytelling),
Profession (farmer, fisher, herdsman, lumberjack),
The Law: Independent settlements governed Swim, Wilderness Lore. Feats — Dodge (plus de-
by elders. Verbrek has no centralized authority or rivatives), Jaded, Lunatic, Point Blank Shot (plus
regional government, though Verbrekers do share derivatives), Run, Skill Focus (Wilderness Lore),
a cultural bond. A council consisting of the oldest Weapon Focus (composite longbow).
male from each household makes decisions for
each settlement. Most of these elder councils are Clusters
democratic, with disputes settled by majority
votes. Petty rivalries are uncommon, however, Clusters are composed of two or more do-
since survival, not power, is on the minds of most mains, though none approaches the magnitude of
Verbrek patriarchs. Settlements are too small to the Core. Like those of the Core, the domains
require true militias, but nearly all Verbreker boys within a cluster usually share a common climate
are trained in wrestling, boxing, archery, and and terrain. Some cluster domains have a subtler
sword-play when they enter manhood. bond, however, such as a shared history. Each is
distinctive, and few generalizations can be made
The werewolves of Verbrek have a cruel and about them.
savage culture, but its particulars are a mystery to
most Verbrekers. Werewolves attack Verbrekers The Amber Wastes
only sporadically, though they could easily slaugh-
ter household after household if they desired. It The Amber Wastes are desert lands parched
may be that the lycanthropes commit just enough by the relentless heat of the sun. There is no ebb
atrocities to keep the Verbrekers fearful and away and flow of seasons in these arid domains; the
from their sacred places, which are rumored to dot scorching temperatures are relentless. Here the
the domain. The werewolves are said to worship a Mists sometimes reveal themselves in strange
being known simply as the Wolf God, a primeval ways, appearing as shimmering heat mirages or
force of fury and carnage. Tales of moonlit sacri- blinding sandstorms. The Wastes are harsh and
fices, blasphemous beast rites, and frenzied ritual unforgiving; life huddles near oases and hides
hunts are common among the Verbrekers. beneath the shifting sands.
Trade and Diplomacy: Resources — oats, Har'Akir
barley, hops, cabbage, potatoes, peppers, cattle,
hogs, chickens, dairy, mushrooms, timber, furs, Cultural Level: Bronze Age (2).
beer, clay. Coinage — none. Trade is conducted Landscape: Full Ecology (Warm Deserts,
through barter in Verbrek, though some Mordentish Hills, and Mountains). Har'Akir (har -a-KEER) is
a land of vanished empires where the sands erode
ancient monuments and the folk live in the shadow
146
The Dread Realms
of faded glories. It is a lonely realm, a patch of The Akiri are short, wiry people, their features
burning desert that drifts up against the towering weathered by the desert sun and winds. Their skin
cliffs that lie to the east. Riddling these barren is dark, ranging from a dusky bronze to a deep
crags are numerous forgotten tombs, concealing chocolate brown. Eye color is usually deep brown,
fabulous riches and horrifying curses. Foremost though the eyes of some Akiri are flecked with
among these forbidden vaults is the crypt of gold or copper. Their straight, stiff hair is either
Ankhtepot, Har'Akir's mightiest pharaoh, in the dark brown or flat black, but many Akiri stain
canyon known as Pharaoh's Rest. their locks a luxurious, glossy black. Male Akiri
never grow their facial hair, and some shave their
The sole source of fresh water in Har'Akir is heads entirely. Both men and women wear loose,
the Muhar Oasis, hidden among the rolling desert white robes of linen belted at the waist with a sash.
dunes. Its waters are clear and refreshing, though The ubiquitous Akiri head cloth can be drawn
the local villagers strictly limit access to such a across the face when stinging sand becomes
precious resource. The shores are lined with sway- windborne. Humble sandals are the customary
ing palm trees and crowded throughout the day footwear, though the Akiri remove these when
with camels, donkeys, and women bearing jugs of indoors. Men and women alike decorate their eyes
water. Buildings in Har'Akir are squat structures with pigments of gold, azure, and black. Women
of whitewashed mud or sandstone. Doorways and stain their hands with henna, a practice that is
windows are open portals that allow cool breezes considered attractive by Akiri men. Jewelry is
to circulate indoors, though at night they are rarely worn, except for simple scarab amulets of
draped with linen to keep out the evening chill. sandstone, which almost all Akiri possess.
Settlements: Muhar (pop. 300). The Akiri are wary folk, suspicious of
The Folk: Population — 600; Humans 99%, outsiders and anything they consider strange.
Other 1%. Languages — Akiri,* Pharazian. Reli- Although not hostile toward foreigners, they are
gions — Akiri Pantheon.* retiring and distant in their manner. They dutifully
offer respite for weary desert travelers, but nothing
more.
147
Chapter Four
Even in the company of one another, the Akiri tend
to be quiet and reserved. There is a tired sadness to
their daily routines, as if they are remembering
vanished times of happiness and nobility. Indeed, the
crumbling statues and obelisks that peek through
Har'Akir's shifting sands hint at a once mighty
empire. Now nothing remains but a fragmented
history of the cruel pharaoh Ankhtepot, whom the
Akiri believe slumbers fitfully in his tomb.
The Akiri have a vibrant pantheon of gods with
an elaborate mythology. Although the sun god Ra is
the patriarch of these deities, it is the god of life and
death, Osiris, who most Akiri revere. As a people,
they are terrified of death, particularly the prospect
of a gray eternity in the underworld. Accordingly,
the Akiri try to adhere to the principle of ma'at,
which dictates a cosmic order to all things, so that
they might be admitted to paradise. Funerary
traditions are paramount among the Akiri, since the
dead are believed to require their mortal husks and
possessions in the beyond. Merely entering a sealed
tomb is considered a profane trespass in Har'Akir,
and grave robbing is an unspeakable crime.
The Law: Theocracy. Clerics rule Har'Akir, a
pale reflection of the powerful religious hierarchy
that once advised pharaohs and governed from the
shadows. Although the days of the god-kings are
gone, the clerics have survived, and the Akiri
continue to dutifully obey their edicts. It is the
temple guards who keep the peace in Muhar and the
clerics that mete out justice and make decisions for
the community. They are led by the high priestess of
Osiris, Snefru, a stern woman with decadent tastes.
Beyond the village oasis, however, Har'Akir is a
lawless wasteland. Travelers and hermits have no
one but themselves to turn to for protection against
the desert and its ancient evils.
Slavery is an accepted institution in Har'Akir,
and nearly one-third of the domain's population is
made up of slaves. The customary punishment for
criminals is enslavement, not imprisonment. Slaves
can work as household servants or even as skilled
tradesmen. Most perform menial tasks, however,
such as heavy labor and tending the muddy plots
along the oasis shore.
Trade and Diplomacy: Resources — wheat,
millet, flax, beans, dates, figs, sheep, goats, cattle,
camels, iron, salt, gypsum, talc, cloth. Coinage —
none. Trade is primarily conducted through barter in
Har'Akir, though merchants sometimes accept gold
and silver as payment.
148
The Dread Realms
Ancient Akiri coins surface on occasion, but most The most opulent structures are built of
are secreted away in forgotten tombs. polished stone and decorated with intricate
geometric mosaics. Slender spires and gleaming
In the past, Har'Akir has had little contact with domes soar above the city, as if yearning to touch
the outside world. This has changed in recent the heavens. Narrow streets wind between homes
years, as desert nomads from Pharazia have begun and shops, opening into plazas thronging with
to make the perilous journey from beyond the eager vendors.
cliffs in the east. Unmistakable with their black
robes and flashing scimitars, these wanderers seek Settlements: Phiraz (pop. 8,800).
trade with the Akiri, bringing robust slaves and The Folk: Population — 10,200; Humans
sweet foodstuffs. Contact with other lands is 99%, Other 1%. Languages — Pharazian.* Reli-
sporadic at best, but tales of Har'Akir and its gions — none. Pharazians revere Diamabel, the
ancient treasures have gradually reached the Core. beauteous ruler of Pharazia, as a divine being,
No doubt the brave and foolhardy will soon though he has no temples or clerics.
journey to Har 'Akir in greater numbers, seeking Pharazians are handsome and trim people,
fabulous and exotic wealth. If the fates of previous their features angular. Their skin tone ranges from
treasure hunters are any indication, such light olive-tan to dusky bronze. Eye color is
interlopers will only nourish the vultures or perish almost always deep brown; the rare child with jet-
screaming in a lightless crypt. black eyes is slain at birth out of superstition.
Pharazians have sleek, black hair, which men keep
Characters: Classes — clerics, fighters, wiz- trimmed short and women grow exceptionally
ards. Skills — Alchemy, Bluff, Craft long. Neatly groomed mustaches and beards are
(basketweaving, calligraphy, pottery, stonema- not uncommon among men. Pharazians wear long,
sonry, weaving), Handle Animal, Knowledge loose robes donned over trousers or skirts. Head
(arcana, monster lore, nobility and royalty, reli- cloths are traditional for both men and women for
gion), Profession (apothecary, farmer, herbalist, the sake of modesty and as a guard against
herdsman, scribe, tanner, teamster), Ride, Sense windborne sand. In public, women hide every lock
Motive, Wilderness Lore. Feats — Endurance, of their hair beneath shawls, and veils conceal
Spell Focus (Necromancy), Voice of Wrath, their faces save for the eyes. Sandals or slippers
Weapon Focus (short sword, shortspear). are the customary footwear. Jewelry and makeup
are considered vulgar, at least in public.
Pharazia Pharazians are tense, reserved folk mindful of
their words and deeds. Moral purity is paramount
Cultural Level: Early Medieval (6). to them, though more out of tradition and fear than
Landscape: Full Ecology (Warm Deserts). spiritual conviction. Palpable anxiety colors their
Pharazia (fa-RAZH-i-a) is a domain of endless, careful, measured speech, as if they are fearful of
searing desert as pitiless as the judgment of a god. uttering the wrong words. Their nerves have
The rolling dunes shift eternally in the burning frayed under the stern commandments of
winds, and rocky outcroppings emerge and vanish Diamabel, whose confessors are vigilant for
from the sand. Overhead, vultures circle the blaz- those who would stray from the fold. Pharazians
ing eye of the sun, patiently waiting for thirst and eagerly betray offenders to the confessors, if only
exhaustion to overcome travelers. Sparkling oases to gain a moment of respite from their puritanical
break the harsh tedium of the wastes, though far watchfulness.
too rarely for desert wanderers. The oases feed the Deep in the sandy wastes, however, dwell
domain's brackish, muddy rivers, where slews of desert nomads who refuse to submit to Diamabel's
crocodiles sun themselves on the banks. Swaying laws. These hardy wanderers are constantly on the
palm trees along the oases and rivers provide pre- move, pitching their vividly colored tents in a
cious shade, but travelers must compete with the different spot each night. Distinctive in their black
desert creatures that claim the cool shadows for robes and astride their sleek horses, the nomads
themselves. are hated and feared by the city folk of Phiraz, not
Near the center of the domain is the city of the least for their heretical view that Diamabel is
Phiraz, a dusky desert jewel on the shores of a nothing more than a corrupted mortal. Sheikh
shimmering oasis. The city's square buildings are Allahn el Rashaan, a cunning desert warrior, leads
constructed of stone brick covered in whitewashed
plaster. Blessed breezes waft through the open
portals of doorways and windows.
149