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Published by evancuz2341, 2022-08-03 14:16:55

Van Richten's Guide to Ravenloft

Van Richten's Guide to Ravenloft

Keywords: DnD,Core books,Adventure,Supplemental

TRAVELERS I N THE MISTS K EEP ERS OF THE FEAT H E R

Adventures i n the Domains o f Dread often indulge When asked about the origins of their society, the
in a single domain's distinctly frightful themes. But members of the Keepers of the Feather speak of
if you plan to run whole campaigns set in the Land their traditions originating long ago and beyond the
of the Mists, creating narratives that span domains Mists. This is true, but most who repeat that story
can prove challenging if every realm is a world unto are only trying to layer a mystical facade over their
itself. Individuals who willfully brave the Mists to dilettante spiritualism.
travel between domains are especially useful in
your broader horror stories. Only the group's highest-ranking members know
that the Keepers of the Feather began in Barovia
While it's true that most residents of the Domains as a small sect of wereravens (see chapter 5) dedi­
of Dread never leave their home domains and wisely cated to opposing the evils of Strahd von Zarovich.
don't fixate on what lies beyond the Mists, some Though their numbers were not enough to oppose
daring souls do. Many such inquisitive individuals the Darklord directly, they sought useful lore and
simply vanish, the Mists delivering them to deadly aided brave souls from the shadows, manipulating
domains from which they never return. But others fortune to confound some of Strahd's more diaboli­
manage to band together, learning the ways of cal plots. Over generations, the wereravens' hidden
the Mists, how to travel through them, and how to resistance to Strahd continued in Barovia, but some
survive their dangers. Those who travel between among them learned of other lands suffering beyond
domains might have the Mist Walker Dark Gift (see the Mists. Unwilling to let the innocents of those
chapter 1) or know how to employ Mist talismans lands fend for themselves, some of the Keepers of
(detailed at the start of this chapter). Such travel- the Feather ventured forth, hoping to share their
ers can provide the following services adventurers wisdom and their subtle resistance to evil with
might find useful: those who needed it most.

• Evidence of other domains However, the Mists find a way to twist even the
• News, rumors, and requests for help best of intentions. In the cities of urbane domains
• Information on Mist talismans like Borca, Darkon, and Dementlieu, the mystical
• Guidance or traveling companions writings and talismans the wereravens carried from
Barovia came to the attention of the bored elite. Fas­
The characters in your adventures should feel spe­ cinated, these socialites became obsessed with the
cial if they travel the Mists, as few have the courage occult, seeking out esoteric works, hiring doubtful
to do so. When characters encounter travelers from fortune-tellers, and hosting parlor seances. In most
other domains, those individuals should likewise cases, the results were passing fads. In some, they
be remarkable or have a desperate reason to have were catastrophic-the unprepared successfully
braved the Mists. Learning about such wanderers
can drive the characters from a single adventure KEEPER CHARACTERS
into a larger campaign that explores other domains.
Characters playing mem bers of the Keepers ofthe
The following sections present groups and individ­ Feather have access to contacts with interest in spiritu­
uals who routinely travel the Mists. The Strangers alism and the occult, including hapless dilettantes, re­
in the Mists table also suggests the kinds of people clusive scholars, correspondents from other domains,
characters might encounter amid the Mists. and hucksters. At a ny time, members ofthe o rganiza­
tion might call upon their contacts to uncover some
STR A N G E R S I N T H E M I STS esoteric secret, engage i n a su pernatural investigation,
or even explore a nother domain.
d6 Encounter
When players create Keeper ofthe Feather charac­
Someone from another world who's just been ters, ask them the fol lowi n g q uestions.

d rawn i nto a domain by the M ists What sparked your interest in the occult? Did you
encounter a mysterious being that you want to u n ­
2 Someone fleeing the Darklord of a nother domain dersta nd? Is membership a family tradition? Are you
trying to contact someone beyond the grave? Do you
3 A raven carrying a message from the Keepers of seek some other knowledge?

the Feather What esoteric knowledge most interests you? Are
you curious a bout a rcheology, astrology, d ivination,
4 Curious members ofthe Keepers ofthe Feather led cryptozoology, electricity, or spiritualism? How has
by a wereraven (see chapter 5) i n d isguise this gotten you into trouble?

5 A band ofVistani Who aids your investigations? I s a nother Keeper you r
mentor? Do you and other Keepers meet regularly? Do
6 A spirit that cries out before bei n g yan ked back you correspond with a Keeper in a nother domain? Did
this person give you your Mark ofthe Raven talisman?
into the M ists, leaving behind a M ist talisman

1 74 C H A PT E R 3 I D O M A I N S OF RAVEN LOFT

summoned fiends and angry spirits into their sa­ lioLv S v M B O L
lons. But a few earnest amateur spiritualists genu­
inely sought to learn more about the secrets beyond O F R11vE N K I N D
their homes, their lives, and the Mists. In these
would-be occultists, the wereravens saw potential. learn of this consider it a trick, or fear what it means
to receive messages from beyond the Mists, encour­
KEEPER SOCIETIES aging the Keepers to offer this rare service only to
group members and their allies. Keeper ravens as a
Beyond Barovia, where the eldest wereraven mem­ means of correspondence is detailed in "Life in the
bers of the Keepers of the Feather keep a low pro­ Domains of Dread" earlier in this chapter.
file, Keepers organize into small social clubs with
shared interests in occultism. Some members are KEEPER ADVENTURES
actual invested scholars, while others are simply
bored rich folk. But all have a strong interest in The Keeper Adventures table offers ideas for
seances, fortune-telling, secrets of the afterlife, strange events that can touch off stories involving
sightings of mysterious creatures, metaphysical the Keepers of the Feather.
theories, and tales of the macabre. Among their mis­
interpretations and outright flimflam-like round KEEPER ADVENTURES
planet theory and dikesha dice-Keepers also pos­ d6 Adventure Hook
sess hints of truth and the tools wereravens have Keepers i nvite the characters to a social gathering
long used to combat evil. Among these are spirit where fortunes a re tol d and attendees sample rare
boards (detailed in chapter 4), tarokka decks, Mist imported mumia-powdered mummy.
talismans, and piecemeal occult writings from vari­ 2 A Keeper delivers a letter to the characters that ar­
ous domains. Some among the Keepers don't know rived by raven. The message has no sender.
the true power of these tools, but this doesn't dull 3 Orphir Brindletop, a Kalakeri gnome occultist, is
their enthusiasm. s u rprised to meet one ofthe characters, as he re­
ceived a message for them in a seance long ago.
Knowing the threats that Darklords and other 4 The characters are i nvited to help a Keeper stake
evils pose, wereravens of the Keepers typically don't out a graveyard in hopes of spotti ng a legenda ry
reveal themselves to those not of their kind. Rather, creature said to dwe l l there.
they infiltrate Keeper societies as reclusive mem­ 5 The party is hired to collect a parcel from the Blue
bers, traveling experts, or foreign scholars. Some Water I n n in the Barovian town of Va l laki, which is
Keepers also tell of sightings or visitations involving secretly run by wereravens. They must not open
giant raven-like beings that appear, speak some the package and m ust get it out of Barovia swiftly.
prophecy or deliver some message, then vanish, 6 A character glim pses a raven-like figure. When they
often presaging either wonder or disaster. The were­ i nvestigate, they fi n d only the mysterious talisman
ravens take little issue with these exaggerated tales that it left beh i n d .
from those who've witnessed their hybrid forms,
and they willingly play into the tales of the Keepers
if it means spurring them to action.

The Keepers of the Feather are a loose organiza­
tion, incorporating members who operate alone or
in small groups, as well as elite social clubs or se­
cretive societies. In all cases, Keepers identify each
other by the Mark of the Raven, a sunburst emblem
worn as a pin or amulet. Drawn from esoteric writ­
ings, this mark is a recreation of the Holy Symbol of
Ravenkind, a storied religious artifact from Barovia.
Though these reproductions carry no magical prop­
erties and most non-wereraven Keepers don't know
the symbol's origin, many foul forces instinctively
recognize the symbol as an emblem of good.

KEEPER ROOKERIES

Keeper cells strive to correspond and share discov­
eries between communities and domains. To facili­
tate this, the wereravens have taught some Keepers
how to raise messenger ravens capable of delivering
letters through the Mists. Most non-Keepers who

C H A PTER 3 I D O M A I N S OF R AV E N LOFT 175

VI STANI camp near welcoming communities to trade and
resupply, but rarely stay more than a week-though
Known throughout the Land of the Mists, Vistani this can be complicated if a Darklord closes a do­
(singular: Vistana) are a people with a unique under­ main's borders. Most bands make their living pri­
standing of the Domains of Dread and the hidden marily through craftwork (especially delicate silver­
paths between them. Following itinerant traditions, smithing), horse rearing, and trading wares carried
many Vistani travel between domains, learning between domains.
much of hidden lands, the many faces of evil, and
the strange wonders of the Mists. A people unto Meetings between Vistani bands are opportunities
themselves, Vistani refuse to be captives of a single to trade, catch up with friends, and share both news
domain, the Mists, or any terror. and warnings of dangers ahead or behind.

VISTANI C U LTURE VISTANI MAGIC AND THE MISTS

Unlike the denizens of individual domains, Vistani Vistani pass their varied teachings through their
are inhabitants of the Land of the Mist as a whole. families as stories and songs, detailing lessons
Although they trace their origins to the same world learned from generations of travelers, warnings
as Barovia, many Vistani look toward the future, specific to visited domains, and traditional magic.
learning from their traditions and from one another Spellcasters aren't uncommon among Vistani
to better face whatever lies ahead. bands, with many favoring divination magic for the
practical help it provides in avoiding danger. Spell­
Vistani bands consist primarily of one or more casters often incorporate their people's traditional
extended human families who can trace their heri­ divination tools into their spellcasting, including the
tage back to age-old Vistani clans. Over generations fortune-telling cards called tarokka decks.
of exploring the Mists, though, individuals of other
ancestries have been accepted into some clans and With their experience navigating the Mists, many
now are full-fledged members of Vistani culture (see Vistani understand how to employ Mist talismans
the "Vistani Characters" sidebar for details). (detailed at the start of this chapter) to reach specific
domains, or possess the Mist Walker Dark Gift (see
As they travel, members of a Vistani band walk, chapter 1), allowing them to make their way be­
ride on horseback, and drive ledge wagons, stopping tween domains. Vistani don't enter the Mists lightly,
at night to set up camp. Vistani bands occasionally though, knowing that each such passage holds

inherent danger. Caravan leaders ensure that every VISTA N I C H A R ACTE R S
family member is accounted for before moving on,
ensuring no one gets lost in the Mists. B e i n g a Vistan a makes a character part o fa larger
fam ily and cultural tradition. M ost Vistani a re human,
VISTANI KNOWLEDGE but many bands incorporate other peoples, particularly
halflings, wood elves, ores , and tieflings. Vistani have a
Vistani travelers have a holistic perspective on the range of skin, eye, and hair colors. When players create
Domains of Dread and know the following secrets: Vistani characters, consider asking them the following
q uestions.
• The Mists are more than weather and are manipu­
lated by forces that seem fickle and often cruel. Did you leave your clan's caravan? If so, are you seek­
ing to right a wrong done to them, or to spare them
• The Mists can carry travelers between lands and from harm? If not, how do you balance your adven­
can be coerced but never controlled. tures with you r fami ly's travels? Are there ways you and
your family keep tabs on one a nother?
• Evil is real and embodied by individuals of ter­
rible power. How much do you know about navigating the M ists?
Do you know how to travel between domains? Do you
• Time, reality, and memory don't always move in use divination m agic to guide your fate? Or do you
reliable ways, particularly between domains. know little a bout it, having left navigation to others?

• One might glimpse their fortune, but such things How do you feel about being away from your people?
endlessly shift. Every soul makes their own fate. Do you enjoy socializing with a variety of people? Did
you seek a settled life? Do you want to finish your tasks
VIEWS OF VISTANI quickly and return to your fam ily?

Their travels across domains bring many Vistani travelers quickly share tales of danger and of those
into contact with a wide range of people. As the only who've wronged them with other caravans, and
outsiders that some remote communities see in the those who slight one Vistana often meet others who
course of a year, the news and goods Vistani bring share a grudge against them.
ensures a genuine welcome and renewal of long­
standing trade relationships. Some more dismal FAMED VISTANI
communities view Vistani with suspicion, though,
being wary of anyone who emerges from the Mists. Some Vistani are legends among their people, and
But even these communities often find the lure of their bands might be encountered anywhere. The
news and trade too tempting to forgo entirely. individuals noted here number among the most fa­
mous Vistani band leaders:
Most people who live among the Domains of
Dread know the following things about Vistani: Hyskosa. A renowned poet and storyteller, Hyskosa
leads a caravan that embraces the Mists and goes
• They don't fear the Mists and can travel safely where they lead it. As a result, his clan is un­
through the Mists to other lands. moored from time and reality, appearing in differ­
ent ages, in strange versions and configurations of
• They carry goods and stories from far-off lands. domains, and even on worlds beyond the Domains
• They're protective of their families, which includes of Dread. His lyrical accounts of his travels are
often viewed as prophecies.
members of other caravans.
• Most don't discuss their culture or beliefs with Madame Eva. A controversial figure among Vistani,
Madame Eva made a bargain with the vampire
outsiders. Count Strahd von Zarovich. As a result, the evils
• Their travel routes are unpredictable, and a that lurk in Barovia avoid Vistani. However, Ma­
dame Eva and her followers occasionally ally with
community might go years without seeing a the infamous count, giving them a sinister reputa­
Vistani caravan. tion. Madame Eva and her unique band of Vistani
are detailed in the adventure Curse ofStrahd.
TRAVELING WITH VISTANI
Mother Luba. The halfiing Mother Luba is known
Members of Vistani bands understand the disorient­ for putting unquiet spirits to rest and transporting
ing, dangerous nature of the Mists better than any­ wayward souls through the Mists to their rightful
one. Vistani caravans sometimes take pity on those homes. Those wicked spirits beyond her aid she
who ask them for help, especially strangers from trapped within her tarokka deck, which became
unfamiliar lands hopelessly searching for home, al­ known as Luba 's Tarokka ofSouls (detailed in
lowing such wayfarers to travel with them as far as Tasha's Cauldron ofEverything).
the next settlement. In rare cases, a clan might even
adopt a gracious, helpful traveler.

Characters who befriend or do right by members
of a Vistani band might be allowed to take shelter
or travel with a caravan for a time. But Vistani

C H A P T E R 3 I D O M A I N S OF RAVEN LOFT 177

OTHER GROUPS groups and unscrupulous lore seekers, such as
the Kargat and the priests of Osybus, often target
Representatives o f various organizations have their these ancient vaults, seeking powers few can hope
own reasons for exploring the Mists and might be to control. The Guardians might share goals with
encountered in multiple domains. characters trying to prevent supernatural dangers,
but they just as easily could consider characters
CHURCH OF EZRA threats themselves.

Pious souls in various domains pray to Ezra, an PRIESTS OF 0 SYBUS
aloof god who embodies the Mists (as detailed at the
start of this chapter). With no domain-spanning or­ These cultists channel the might of the Dark Pow­
ganization, the church serves largely as a formaliza­ ers and steal souls to gain the ability to transcend
tion of local superstitions, whether in modest rural death. With their foul immortality, they work to
temples or urban cathedrals. When many common unshackle the first Darklord, Strahd von Zarovich,
folk give voice to their hopes or seek to ward off evil, from the Domains of Dread. This inspires them
it's to Ezra they pray. to learn all they can about the nature of the Mists
and its deepest mysteries. The priests spread their
THE C I RCLE teachings, forming shadowy cults that draw adven­
turers into their schemes. These villains are further
The heroic knights of this order quest from the detailed in chapter 5.
Shadowlands (detailed in "Other Domains of
Dread") in search of evil to vanquish. Bold and ULMI ST INQUISITION
proud, many members of the Circle inadvertently
race toward dramatic tragedies. The more success­ The three branches of the Ulmist Inquisition trace
ful knights venture back to the Shadowlands with their origins to Malitain, a mysterious, cult-infested
evidence of their victories, often carrying evil back city from the same world as Barovia. These inquisi­
to their homeland. The knights of the Circle regu­ tors employ varied psionic powers to stamp out evil,
larly provide bold-and ill-fated-assistance to other but their zeal and willingness to peer into others'
would-be heroes. minds mean that many fear them just as much as
the villains they oppose. Cells of the Ulmist Inqui­
THE KARGAT AND THE KARGATANE sition might be found within any domain and often
ally with the Church of Ezra while opposing the
Darkon's secret police, the Kargat, is composed priests of Osybus. Ulmist inquisitors might ally with
of vampires and others supernaturally disposed characters against evil, but they are just as likely to
toward intrigue. Since Azalin's disappearance (see see corruption within adventurers' souls. These in­
"Darkon" earlier in this chapter), the Kargat en­ quisitors are further detailed in chapter 5.
forces the will of fractious, power-hungry leaders.
The organization is in turn served by the Kargatane, MIST WANDERERS
a cultish lower echelon of mortals drawn to service
with promises of wealth and supernatural power. The individuals i n this section travel the Mists,
Long-serving members of the Kargatane earn trans­ carrying with them rumors and mysteries that can
lead characters from one domain to the next. Any
formation into dhampirs (see chapter 1), the first of these travelers might use Mist talismans or other
methods to aid characters in undertaking their
step toward becoming a member of the Kargat and own journeys.
attaining immortality. Agents of both groups wander
Darkon and beyond, creating shadowy conspiracies ALANIK RAY AND ARTHUR SEDGWICK
to gain magical power and control by any means
possible. Known as the Great Detective, Alanik Ray
possesses an unrivaled deductive mind. The
ORDER OF THE GUARDIANS century-old elf has a knack for seeing through
falsehoods, a talent aided by decades of experience
This network of scholars and monastic caretakers and science-driven deductive methods.
hunts down and puts an end to dangerous
supernatural objects, cursed items, and stranger As a young detective in Darkon, Alanik revealed
anomalies. In the case of dangers they can't his father's criminal empire and oversaw its de­
destroy, the Guardians hope to prevent calamities struction. His success launched his career as a
by containing them within hidden, heavily warded, private detective, embroiling him in the intrigues of
vault-like monasteries. Over generations, these Martira Bay's nobility. During this time, he met the
sites have become repositories of incredible secrets young physician Arthur Sedgwick, who became his
and great evil that members of the order struggle partner and saved Alanik's life countless times. The
to contain. Guardian monasteries are hidden in pair's adventures-including several deadly encoun-
multiple domains, with the best known being
Watchers' Stronghold in Darkon. Power-hungry

1 7 8 C HA P T E R 3 I D O M A I NS O F R AVEN LOFT










































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