Author Topic: Custom Content Challenge: September 2014: The Mists of Ravenloft  (Read 5361 times)

Legacy_Carcerian

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #15 on: September 02, 2014, 01:36:40 am »


               

dr_dungeon_rv.jpg


While Strahd's I6 adventure only got #2 most awesome thing of all time, he still wins TSR-SSI-Video-Game-Cover-Art-Bad-Guy-Makeover #1...


 


Ravenloft_-_Strahd%27s_Possession_Covera



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #16 on: September 02, 2014, 01:44:26 am »


               

Ravenloft-core.png

 

 

Ravenloft Domains:

RL domains exist only for their Darklord. they can be so smaller like just a room or as bigger as a realm. It's say that the size of a domain depends on the power of their Darklord. but this is not an exact rule.
Most of the RL domains are grouped in the Core, forming a kind of continent. however another domains exist forming lonely "isles", or bigger ones with 1 or 2 more domains, in the middle of the ravenloft mists. There are some paths through the mist that would allow to travel between this "isles"; However this paths are mysterious and unreliables...

RL domains are based in quite different cultures, and historical periods. so it could be from the stone Age, to the victorian steam era.

 

List of Ravenloft Domains

 

 

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Cultural Levels

 

 

The many domains of Ravenloft in common. All are refuges of ultimate darkness in which the accursed are forever doomed to suffer on their thrones. Each is a land of mystery and superstition, where the unwary are often short lived.

However, a great diversity also exists among the realms. In most cases, the nature of a domain is dictated by the land from which it was drawn. Sithicus, as an example, was uprooted and pulled into the Mists from the distant land of Ansalon on the planet Krynn. Because of this fact, Sithicus reflects the culture and technology of that place. Darkon, originally created for the lich lord Azalin, was forged in the image of his homeworld, Oerth.

The domains are all at different levels of technological advancement. In some domains, like Dementlieu, the natives easily understand and employ firearms. In others, like Har'akir, the most advanced weapon one is likely to encounter is a bronze sword. In order to help define the types of items that a group of adventurers can expect to purchase or be confronted with, a cultural level has been designated for each domain. It is important to note that these designations are intended only as guidelines to help the Dungeon Master design and referee adventures.



Definitions

The domains of Ravenloft are classified according to a system of cultural levels. The following table indicates the nine cultural levels and their approximate correlations to the progression of western civilization on our own world.

Table 1: Cultural Levels

Cultural Level Approximate historical Setting:

Stone Age 10000-5000 B.C.
Bronze Age 5000-2500 B.C.
Iron Age 2500-1 B.C.
Classical 1-500 A.D.
Dark Age 500-800
Early Medieval 800-1200 A.D.
Medieval 1200-1400 A.D.
Chivalric 1400-1550 A.D.
Renaissance 1550-1700 A.D.
 

  • Stone Age

At the bottom end of the cultural scale are the stone-age domains. Admittedly, these are few and far between. When encountered, they are most often Islands of Terror or Pockets.

Adventurers exploring a stone-age domain will find, as the name implies, that no metalworking technologies exist. Flint and obsidian weapons are the rule here, with bows being the most advanced weapons heroes are likely to encounter. Spears and clubs are the dominant melee weapons.

Stone-age peoples have no written languages and seldom understand concepts like numbers or cause and effect, let alone philosophy or theology. Every natural event is a wonder to the inhabitants of such a domain, with superstition and mysticism governing almost all aspects of life.

From time to time, travelers in a stone-age domain will encounter shaman magic or primitive mysticism. Organized magic as wizards and priests understand it, however, will not be native to such realms.

One of the crowning achievements of inhabitants in a stone-age domain is the ability to make fire. Sometimes this is done with flint and tinder, but more often the fire drill or bow drill is used. The wheel has not yet made its appearance.

Agriculture and the domestication of animals can be found in stone-age domains. These are almost exclusively self-sustaining in nature. A family may grow some plants and have a domesticated animal or two, but the concept of large-scale farming and ranching has not been discovered. For this reason, almost all trade is done via a barter system. Apart from the fact that it is shiny, the average gold piece has no value in a stone-age domain.

Despite all these cultural shortcomings, many people are surprised to discover just how advanced stone-age domains can be in certain areas. The art of pottery, for instance, is often well understood by the craftsmen of such places. Similarly, adobe or pueblo-style housing is common. Horns, flutes, drums, and other simple musical instruments are regularly incorporated into celebrations and recreational gatherings.

  • Bronze Age

These domains are somewhat more common than stone-age ones, though still fairly rare. Current examples of bronze-age domains include Har'Akir and Sebua, lands of the Amber Wastes.

In these realms, metalworking has begun to make its mark. Bronze weapons and tools replace those fashioned of stone and wood. Other innovations include the beginnings of fixed measurements and mathematics. Basic tools like pulleys, levers, and potter's wheels are evident in all areas of life.

Written languages, generally pictographic and hieroglyphic in nature, are found in bronze-age cultures. Clay tablets form the earliest writing surfaces, but papyrus and other primitive forms of paper become standard for those who can afford them.

Organized religions are widespread, as is a decisive code of laws. Trade is common as more and more people specialize in one sort of work. Standardized currencies are still not in use, however, so barter remains the standard means of discharging debts and obligations. Gold, silver, gems, and other rare items become valuable as signs of wealth and power, though coins are still curious oddities.

Large-scale cities and constructs appear as the principles of architecture are laid down. Some surprisingly massive structures, like great pyramids, are constructed in bronze-age domains. On a similar note, the people of such realms have excellent calendars and a good understanding of basic astronomy.

Many things that most adventurers consider commonplace are not found in these realms. The concept of locks and keys, for example, has not yet been hit upon. The most advanced form of armor generally found in these places is studded leather, so those who wear any form of mail will be markedly out of place.

The practice of magic, both that of wizards and priests, has become standardized in bronze-age realms. Thus, a wizard from a more advanced domain will at least find something in common with the local magicians and clerics.

  • Iron Age

An iron-age culture has advanced far beyond its bronze-age predecessors. Obviously, the metalworking skills of these regions has given rise to weapons and tools made from iron, which are far more durable than those made of softer metals. An excellent example of a current iron-age domain is Forlorn.

With the advent of iron, military science takes a leap forward. Concepts like the shield wall are standard tactics, and weapons like the catapult appear. Biremes and triremes become the standard ocean going craft, with greater quinqueremes also being constructed.

Mathematics, astronomy, and other sciences become more advanced. Waterclocks, shadowclocks, and advanced calendars allow for fairly accurate measuring of time. Glass is manufactured, and devices like the water screw are used to irrigate fields. Manufacturing and other industries benefit from the use of waterwheels, windmills, and the winch.

Developments in language result in alphabets that make it practical to teach a higher percentage of citizens to read. This brings about cultural, theological, and philosophical advances, resulting in public theaters and libraries. The practice of medicine becomes standardized as well, although it is not particularly advanced and depends heavily on traditional cures and herbal remedies.

A currency of coins minted from precious metals becomes the standard means of measuring wealth and repaying debts. Adventurers used to trading via such measures will at last find a ready market for their gold and silver coins. Early locks and keys are also developed for the protection of valuable items.

  • Classical

Classical domains can be thought of as something of a dividing line. They separate the old world of primitive cultures from the more advanced, medieval societies. The architecture of Demise (near the Isle of Agony in the Sea of Sorrows) reflects that of a classical society, although only Althea lives there now (see page 73 for more details). Other domains that fall into this period are Sri Raji and I'Cath. Although the metal-poor desert domain of Kalidnay lacks iron, it also falls into this category because of its other achievements.

A classical domain is marked by advancements in science and culture more than anything else. Literature, philosophy, and theology are all greatly improved in classical cultures. The invention of paper allows scrolls to be replaced by books, which are far more durable. Scholars assemble vast collections of knowledge to promote the advancement of science. Steel is widely used, resulting in a great improvement in weapons and armor.

Advances in construction and architecture lead to the widespread use of the arch. High quality roads facilitate travel and trade. Among the most commonly employed tools are cogs, levers, pulleys, screws, and wedges. Aqueduct systems supply water for urban or arid regions.

Military advances in these domains include large, organized armies composed of standardized smaller units and the introduction of heavy, armored cavalry. Fortified cities begin to emerge as engineering advances permit the construction of stronger gates and walls.

Mathematicians in these realms have an understanding of algebra and geometry. Magicians begin to experiment with alchemy, and the basis of later magical systems is in place.

  • Dark Age

In the wake of the classical period comes a time of slowed progress generally referred to as the dark ages. Many scholars believe such a period is the natural reaction to the extended time of philosophical and cultural growth marked by the classical period. The frigid domain of Vorostokov is an excellent example of a dark-age culture.

Advances in science and mathematics are noticeable in dark-age cultures, particularly in monasteries or other places devoted to study and education. Geometry, trigonometry, and algebra are very advanced in such regions. The astrolabe has been perfected by the scientists of these cultures and, in conjunction with detailed maps, allows for skilled navigation and ocean travel.

Crop rotation and improved agricultural technologies allow for the foundation of large farms. These supply grain to mechanical mills driven by water wheels or wind power and, in turn, can support large numbers of people.

Crossbows are first introduced in these cultures, as are suits of scale and banded mail. The latter makes troops more resistant to enemy weapons while the former are tremendously effective in piercing even the heaviest armor.

  • Early Medieval

Early medieval domains such as Tepest and Pharazia are not uncommon.

Early-medieval architecture features the gothic arch, which is much stronger than its rounded predecessors. Large cathedrals begin to appear as the squinch (a half-dome used to support larger domes) becomes more common. Architecture is dominated by the romanesque style.

Navigation becomes more reliable with the advent of the compass. Ships with stern-rudders replace earlier galleys. Advances in time keeping allow the creation of waterclocks.

Motte and bailey style castles are predominant here. Troops carry powerful bows or crossbows and wear chainmail armor. Fortified towers are also built in areas where danger threatens.

  • Medieval

The most common cultural level in the AD&D game, the medieval era is also the most frequently encountered stage of development for domains in Ravenloft. Barovia, Necropolis, Falkovnia, and many other domains fall into this category.

Large Saracen-style castles and fortresses are constructed in these regions, as are the siege engines needed to lay them low. Knights wearing plate armor and fine chain mail ride horses clad in heavy barding.

Buildings feature windows made from blown and flattened glass. Houses and lesser structures are made from wood frames and bricks. Stave churches dot rural areas, and great gothic cathedrals begin appearing in cities.

  • Chivalric

For those with an interest in military matters, chivalric domains can be recognized by their use of gunpowder. Richemulot, Invidia, and Borca are all examples of chivalric realms.

The use of gunpowder in these regions is generally restricted to large, fairly unreliable bombards. These weapons are not cast like later cannons, but are fashioned from wood or metal strips bound with iron hoops. The arquebus is employed, although it is far from common and almost as dangerous to its wielder as it is to the target.

Field-plate armor is used, although the introduction of firearms marks the eventual decline of such defenses. Heavy melee weapons give way to the lighter arms like the epee and rapier, which require more finesse and less brute strength to wield.

Large, reliable mechanical clocks begin to appear. Clockworks allow the creation of other machines and spring-driven devices. Magnetized needle compasses featuring compass rose cards and bearing sights appear on ships. Maps become even more refined with the introduction of portulan (port finding) charts. Ocean trade brings luxuries from distant shores. renaissance

  • Renaissance

The most advanced of Ravenloft's domains are the renaissance cultures. These are marked by advances that push the limits of the AD&D game. Examples of these domains include Dementlieu, Lamordia, and Nosos.

Armor is uncommon in renaissance cultures, since firearms dominate warfare. Gunsmithing techniques allow the construction of matchlocks. Fencing replaces heavy swordplay and more brutal melee combat. Caravels and other large, naval vessels allow for long ocean voyages, and the gun carriage permits these vessels to carry cast-iron cannons.

Clockwork mechanisms lead to the manufacture of pocket watches and other small devices. In the most advanced of these realms, it is even possible to build time-fused explosive mines.

Large castles are seldom constructed in these domains, unless they are intended as a show of wealth or power. Just as gunpowder has made personal armor obsolete, so too has it rendered the castle indefensible.


               
               

               
            

Legacy_Tarot Redhand

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #17 on: September 02, 2014, 01:50:35 am »


               

Here is a quick scan from AD&D 2E Monstrous Compendium Ravenloft Appendix 3. This page details creatures from other TSR products, which can frequently be found in the demi-plane.


 


 


Other%20RL%20Creatures.png


 


Just click on the image to download it.


 


TR



               
               

               
            

Legacy_Carcerian

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #18 on: September 02, 2014, 01:52:13 am »


               

Ravenloft's #1 "Good Guy" 


 


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(Expository Loremaster, akin to Volo or Elminster)


 


inquest-dr-rudolph-van-richten.jpg


 


"After Strahd, Dr. Rudolph van Richten is arguably the most significant character in Ravenloft. He’s certainly the most significant character to actually be created for the Ravenloft Campaign Setting; most other iconic characters were taken from either the Ravenloft modules (Strahd, Azalin) or from other campaign settings (Lord Soth).


 


Van_richten1.jpg


 


Van Richten is Ravenloft’s major heroic character, with an entire line of gamebooks (spanning two editions) bearing his name. Each Van Richten’s Guide was written primarily in character, and each (save one) focused on a classic horror monster. Van Richten would explain how best to hunt and fight that particular monster, while describing the various unique powers unusual specimens might possess. Some, especially Ghosts and Vampires, appear to have a strong influence on D&D monster design in editions that followed.


So he’s a big name, but despite his prominence, his age, scholarly focus, and middling level mean he’s not really in danger of stealing the limelight from your PCs. He’s the perfect mentor, contact, or benefactor, not the protagonist.


 


Despite his low scene-stealing potential, the development team still saw fit to shove him permanently to the sideline toward the end of the 2nd Edition line. The adventure box set Bleak House, featuring van Richten, had a number of possible endings, but all but one resulted in van Richten’s death, and even that one effectively removed him from any campaign that used it.


 


From a conversion standpoint, van Richten is a breath of fresh air after Strahd. He’s a very simple, skill-focused character, and a perfect example of the sort of character the Hero System does much, much better than D&D, at least in my opinion.


 


This writeup depicts van Richten before he managed to expiate the Radanavich curse; he still has his prejudice against the Vistani, and he has both Luck and Unluck. The Luck is to keep him alive and thereby prolong his suffering; the Unluck is to stymie his efforts to save his allies. He didn’t pay points for the Luck, and he can’t buy off the Unluck; they’re with him until the curse is lifted. When that finally happens, van Richten begins looking to retire, and the events of Bleak House take place shortly thereafter.


 


As of this writeup, van Richten has not yet begun to research the Vistani. He knows a little of them through his travels, but his knowledge is tainted by his prejudice. Once he begins to research them in earnest, he will begin to pick up a bit of their language (the patterna) and his Cultural Knowledge will improve to 13-. He’ll also start buying off his Prejudice Complication at that time.


Van Richten has managed to get Azalin’s attention three times; once during his pursuit of the Radanaviches, again when he went so far as to out Azalin as a lich in one of his Guides, and a third time when he actually gathered a group of adventurers to raid Azalin’s vault of magical artifacts, stealing and destroying several powerful evil items. Since Azalin clearly knows of the good doctor and yet has made no effort to have him killed despite these transgressions, it may be that Azalin has some plans in store for van Richten. This attention is reflected as a Watched Complication. In the canon, nothing ultimately ever comes of this, but it’s there as a potential story hook. (Van Richten also outs Strahd as a vampire, but there’s no indication that Strahd notices or cares.)


 


It was hard to decide what languages to give van Richten. The Guidesdepict him traveling virtually everywhere, from all corners of the Core to numerous Islands of Terror, with companions from many walks of life, and almost never show him having trouble communicating. But then again, very little is given in the way of logistical details; maybe he employs translators. His AD&D stats give him a very high Read Languages skill, which suggests he’s a talented linguist, and he’s clearly very well-read. You could justify giving him at least a basic familiarity with almost any language in the Demiplane.


 


You could take a less conservative approach to van Richten in Hero, if you wanted, by giving him some Super-Skills. Some heavily limited Telepathy could represent his skill at discerning monster motivations after study. Mind Scan would make him even better at finding a monster’s lair. I don’t find anything like that to be necessary, though. Van Richten is a methodical researcher and planner, not the credulity-straining deductive genius abilities like those would turn him into."


 


tumblr_m39gfiEWxK1r1bp8m.jpg


 


(from http://andrewcermak....chten-returns/)


 


dnd___rudolph_van_richten_by_miles_johns



               
               

               
            

Legacy_Tarot Redhand

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #19 on: September 02, 2014, 01:56:57 am »


               

My one regret concerning ravenloft was I never got around to buying any of the van Richten source books.


 


TR



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #20 on: September 02, 2014, 02:00:57 am »


               


Religions in Ravenloft:




Here are the Deities and their Domains:


Belenus

Region: Tepest, Shadowlands

Symbol: Celtic styled Golden sunburst

Weapon: Sickle

Alignment: NG

Domains: Fire, Good, Sun


The Eternal Order

Region: Darkon

Symbol: Hooded human skull

Weapon: Scythe

Alignment: NE

Domains: Death, Evil, Knowledge, Repose


Ezra

Region: Borca; Mordent; Dementlieu; Richemulot; Nevuchar Springs, Darkon

Symbol: Silver longsword, superimposed on alabaster kite shield, adorned with sprig of belladonna

Weapon: Longsword

Alignment: LN (Borca, Richemulot), LG (Mordent), TN (Dementlieu), LE (Nevuchar Springs, Darkon)

Domains: Mists, Healing, Law, Protection, Destruction (LE)


Hala

Region: No Primary Region

Symbol: Ring of 13 serpents devouring each other's tails

Weapon: Dagger

Alignment: TN

Domains: Healing, Magic, Plant



Ho'ichaanitu

Region: Gevalia, Verdoyant

Symbol:

Weapon: Dagger

Alignment: LE

Domains:


Huachitli

Region: Ricoba

Symbol: Feathered Serpent

Weapon: Obsidian weapons

Alignment: CE

Domains: Sun, Weather, War, Nature


Kali

Region: Sri Raji

Symbol: Skulls string together on leather

Weapon: Sap

Alignment: CE

Domains: Destruction, Evil, healing, Trickery



The Lawgiver

Region: Hazlan, Nova Vaasa

Symbol: Stout Iron Spear bound in Bronze coils

Weapon: Whip

Alignment: LE

Domains: Death, Evil, Law, War


The Morninglord

Region: Gundarakites, Barovia (Cult)

Symbol: Rose-tinted disc of gold

Weapon: Halfspear

Alignment: CG

Domains: Good, Luck, Protection, Sun


Osiris

Region: Amber Wastes, Pharazia, Har'Akir

Symbol: Crossed flail and staff

Weapon: Light Flail

Alignment: NG

Domains: Good, Protection, Repose, Water


Pelor

Region: Ricoba

Symbol: Golden sun with man's face

Weapon: Morningstar

Alignment: LN

Domains: Sun, Healing, Strength


Ra

Region: Amber Wastes, Pharazia, Har'Akir

Symbol: Ankh superimposed on solar disc

Weapon: Falchion

Alignment: LG

Domains: Air, Good, Law, Sun


Set

Region: Amber Wastes, Pharazia, Har'Akir

Symbol: Coiled Cobra

Weapon: Short sword

Alignment: LE

Domains: Death, Evil, Trickery


Tvashtri

Region: Sri Raji

Symbol: Pinwheel fan

Weapon: Katar

Alignment: CG

Domains: Chaos, Knowledge, Magic, Plant


The Wolf God

Region: Forests of SW Core, Verbrek

Symbol: Wolf's Head

Weapon: Bite/Claw

Alignment: CE

Domains: Animal, Strength, Trickery


Vodun

Region: Souragne, Sea of Sargasso

Symbol: The Fetish

Weapon: Dagger

Alignment: CN

Domains: Nature, Water, Death, Animal



               
               

               
            

Legacy_MerricksDad

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #21 on: September 02, 2014, 02:03:11 am »


               

If I do anything at all, it will be this guy:


 


Todd_Lockwood_Spell_Rune_Golem_mid.jpg



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #22 on: September 02, 2014, 02:15:36 am »


               

Playable races in Ravenloft:


Characters who have been "kidnapped" by the mists of Ravenloft could belong to any of the common races of their world. but for RL natives it's another matter, depending of the domain. Demihumans are very rare in most of the RL domains, only some few domains have native demihumans communities. Also demihumans are seen as evil beings, in may RL domains. So it could be very dangerous for any of them been in any of those domains.


 


 


Native RL races:


 


 


Humans


Humans make up the majority of the population of the Land of Mists. So large is the human population that many of them only know of other races through rumor or legend. They fill every niche in society and represent a wide spectrum of cultures and ethnic groups. Every human holds the potential to perform great good or commit great evil and can choose which path to follow. Humans are the masters of their own nature; it is both their greatest strength and their most fatal flaw.


Homelands: Human communities can be found in virtually every settled domain.


Recommended Feats: Any. See the "Nations of Ravenloft" section of this site for feat selection based on geographical regions.


Base Outcast Rating: 0


Names: Based on the homeland


Religions: Any





Calibans


Orcs are unknown in Ravenloft, even as creatures of legend. For this reason, no half-orcs are native to the Land of Mists. However, creatures do exist that fill the half-orc's role: calibans. Thankfully rare, calibans are twisted humans exposed to curses or foul magic while still in the womb. The birth of a caliban in a community is often seen as a sure sign of the presence of witchcraft. Calibans are physically powerful but misshapen humanoids. No two calibans look alike, but common deformities include twisted backs or limbs, asymmetrical features, bristly skin, or tusk-like teeth. They are widely considered brutish, savage creatures. In truth, many calibans *are* simple-minded, petty brutes, but this is often the product of their upbringing. Rejected as monsters, most calibans spend their lives hidden in dank cellars or flee civilization to roam the wilds. In truth, a caliban's heart can be as pure and noble as that of any human.


Homelands: As creatures of unnatural origin, calibans can hail from any populated nation. Most are born in lands where magic is relatively common, such as Darkon, Hazlan, and Tepest.


Recommended Feats: Alertness, Great Fortitude, Skill Focus (Intimidate).


Base Outcast Rating: 5


Names: Based on the homeland


Religions: Any


 



Dwarves


Dwarves are a stout race. Their skin tones range from light tan to dark umber, and is often streaked with dust or soot. Hair color ranges from rust red to brown or black, though it often turns silver or slate gray by adulthood. They prefer somber, earthen tones for their clothing, often adorned with precious minerals.


The dwarven mindset centers on the forge and the family. They are grim and quiet--dwarves have no use for idle chatter and speak only when the situation demands it. They tell no jokes, sing only dirgelike songs, and frown on festivals or holidays. It is easy to understand why so many people consider the dwarves to be a dour race. They work hard and cannot abide laziness. Their craftsmanship, however, is often given the highest of praises.


Dwarves are an avaricious race, fond of gold and other precious metals. Their mines are always run efficiently and make high profits. They also favor strong drink, although this often makes them argumentative and brings about disputes and brawls.


It is difficult to imagine a more loyal friend or tenacious enemy than a dwarf. Anyone lucky enough to befriend one of these proud demi-humans will find an ally who stands by him in even the most dangerous situations. By the same token, however, angering one of these folk is not something undertaken lightly. Dwarf feuds often span decades and even centuries, with heirs often seeking revenge long after the death of the original combatants.


Dwarves claim a spiritual kinship with the earth itself. Some humans have distorted this, believing that dwarves are actually elemental spirits. Many human folktales speak of dwarves who require a diet of gold and gems or who turn to stone if touched by sunlight.


Homelands:


The center of dwarven culture is the town of Tempe Falls in Darkon, though nearby Corvia also hosts a sizeable dwarven population. Smaller dwarven communities have also spread south along the Balinoks and to other mountainous regions, such as the Sleeping Beast Mountains of Lamordia and even as far south as Barovia. In recent years, dwarven explorers have also been making inroads into the forsaken region of the Mountains of Misery once known as Arak. There they have been laboring to reopen the abandoned mines and a long-neglected trade route that once connected Tempe Falls to Liara in Nova Vaasa.


Recommended Feats: Great Fortitude, Iron Will, Skill Focus (Craft Armor), Skill Focus (Craft Weapon)


Base Outcast Rating: 3


Names: Male Dwarven Names:


Agdi, Alrek, Althjof, Andvari, Angantyr, Arngrim, Asmund, Bafur, Barri, Beiti, Bifur, Bjarkmar, Bombor, Borgar, Brynjolf, Bui, Dain, Dolghvari, Draupnir, Drott, Durin, Dvalin, Eddval, Egil, Eikinskjaldi, Einar, Eirik, Eitri, Eylimi, Fafnir, Finnbogi, Fjalar, Fjolmod, Fjolvar, Fridleif, Frithjof, Frosti, Fundin, Fyri, Galar, Ganndalf, Gardar, Gauk, Geirmund, Ginnar, Gjuki, Glammad, Gloin, Grim, Gudmund, Gunnar, Gunnbjorn, Haeming, Hafgrim, Hamdir, Havard, Heimir, Heptifili, Herthjof, Hildigrimm, Hjalm-Gunnar, Hjorolf, Hjorvard, Hlothver, Hraerek, Hrafknel, Hreggvid, Hrodmar, Hrolf, Hunding, Hymling, Idmund, Ingjald, Ivar, Jarnskeggi, Jokul, Jormunrek, Kjar, Knui, Kol, Leif, Melnir, Nori, Nyr, Oin, Olaf, Olvir, Onar, Ori, Orr, Raevil, Ref, Regin, Rekk, Rolf, Sigmund, Sigurd, Sinfjotli, Sjolf, Skirvir, Snaevar, Soti, Storvirk, Svafnir, Svart, Thjodrek, Thjodrorir, Thorfinn, Thorin, Thror, Thorir, Thorstein, Thorvid, Tryfing, Ulf, Vali, Vestri, Vidgrip, Vignir, Vikar, Vinndalf, Vit, Volund, Yngvi


Female Dwarven Names:


Aesa, Alfhild, Alof, Arnora, Asa, Aslaug, Aud, Bekkhild, Bera, Bestla, Bodvild, Borghild, Borgny, Brynhild, Busla, Dagmaer, Dagny, Edda, Edny, Eyfura, Fjotra, Freydis, Galumvor, Geirrid, Gjaflaug, Grimhild, Groa, Gudrid, Gudrun, Gullrond, Gunila, Halldis, Hallfrid, Hallveig, Hekja, Helga, Herborg, Herkja, Hervor, Hildigunn, Hildrid, Hjordis, Hjotra, Hleid, Hrafnhild, Hrodrglod, Ingibjorg, Ingigerd, Isgerd, Kara, Kolfrosta, Kostbera, Lofnheid, Lofthaena, Lyngheid, Nauma, Oddrun, Olvor, Ragnhild, Saereid, Sigrid, Sigrlinn, Silksif, Sinrjod, Skjalf, Svanhvit, Swanhild, Sylgja, Thjodhild, Thorgerd, Thorunn, Throa, Thurid, Tofa, Unn, Vaetild, Yrsa


Dwarven Nicknames:


Absent-Minded, Arrow-Odd, Bag-Nose, Bare-Legs, Belly-Shaker, Berserks-Killer, Black, Blind, Blood-Axe, Bold, Brave, Breat Rope, Bull-Bear, Buttered-Bread, Crow, Deep-Minded, Dueller, Easterner, Fair, Feeble, Fetter-Hound, Finehair, Fish-Hook, Flat-Nose, Flayer, Fosterer, Good, Gossip, Grey-Cloak, Hairy-Breeks, Hairy-Cheek, Hard-Mouth, Horse-Head, Hot-Head, Hunter, Keen-Eyed, Lean, Little, Long-Leg, Lucky, Mansion-Might, Night-Sun, Noisy, Old, One-Hand, Peaceful, Peacock, Pilgrim, Pin-Leg, Powerful, Proud, Prow-Gleam, Red, Serpent-Tongue, Showy, Silk-Beard, Skinflint, Skull-Splitter, Sleekstone-Eye, Smooth-Tongue, Snake-in-the-Eye, Southerner, Stout, Stubborn, ******-Bit, Unruly, Wealthy, Wartooth, Whelp, White, Wry-Mouth, Wry-Neck, Yeoman, [name of enemy]'s-Bane, [name of enemy]'s-Killer


Religions: The Norse Pantheon




Elves


The "fair folk," as elves are often called, have elegant, honed features. Perhaps their most notable characteristics are their pointed ears, the distinctly almond shape of their eyes, and the angular brows that slant across their high foreheads. They are much more slender than humans and stand somewhat shorter.


Two seemingly unrelated elven societies exist in Ravenloft. The elves of Sithicus all share the traits of silvery hair and amber eyes. The elves of the other lands (most of whom dwell in Darkon) tend to have dark hair and eyes of green, violet, or gray. Both groups share the other features described above. They prefer to dress in light, fine fabrics like silk or satin. Sithican elves prefer drab colors, but the fashion of the other elves is set by season: pastel greens and blues are worn in the summer, followed by yellows, oranges, and reds in autumn. They restrict themselves to black, white, or gray in the winter, followed by an explosion of colors in the spring.


The elves are children of nature, respected by some humans but quietly feared by others. They measure their lives in centuries and lack the sense of urgency that seems to drive humans. In times of need they can react as quickly as any other race, but they see nothing wrong with dedicating months or years to perfecting a sonnet, observing beauty, or engaging in the pursuit of pleasure. Humans often call elves hedonistic and claim that they have only a bystander's understanding of death. In fact, in some lands, elves are commonly thought -- however erroneously -- to be fey creatures, immortal nature spirits merely aping human form. More than one unfortunate elf has had their immortality tested by the inquisitors of Tepest.


The elves are well aware of the prejudice that most humans carry toward anything unusual or exotic. For that reason, they only reluctantly make their presence known and seldom seek the companionship of humans. Elves remain a reclusive folk who do their best to keep their cities hidden from the prying eyes of men and monsters. While they may seem to be as rare as dwarves or the other demi-human races, this may not be the case. The reclusive nature of Ravenloft's elves suggests the possibility of elf villages--perhaps even cities -- so well camouflaged that mankind has never discovered them.


Homelands:


Darkon's Mistlands contain three primarily elven communities -- Neblus, Nevuchar Springs, and Sidnar -- where elves mingle freely with other races. On the far side of the Core, Sithicus stands as the only nation with a primarily nonhuman population. Legends speak of still more elven cities hidden from human eyes by powerful elven magic or the Mists.


Recommended Feats: Alertness, Scribe Scroll, any metamagic feat


Base Outcast Rating: 3


Names: (NOTE: for Sithican Elven names, see the section on Sithicus under "Other Nations of Ravenloft."


Male Elven Names:


Addonwy, Aelhaiarn, Aeron, Aled, Anarawd, Arhtudd, Arianvagyl, Arllechwedd, Armagil, Arthawd, Arvor, Arwystli, Berwyn, Bleddig, Bleuddydd, Bradwen, Bran, Branwaladr, Brioc, Brochwel, Cadfael, Cadfannan, Cadwaladyr, Cadwgawn, Caradoc, Caerwyn, Cydifor, Cemlyn, Cenydd, Cewydd, Cirdan, Clais, Colan, Cuhelyn, Cwenarth, Cyfnerth, Cymran, Cyndylan, Cynyr, Dallwyr, Daronwy, Deheuwynt, Derwyn, Drych, Dyfrig, Dylan, Ednowain, Edynfed, Eidyn, Einiawn, Elwyn, Enodoc, Ernan, Eryl, Euddogwy, Eurwyn, Fagan, Ffernfael, Gareth, Gerwyn, Glyndwr, Gorthyn, Gryffyd, Gwaednerth, Gwenwynwyn, Gwrfelling, Gwydyr, Gwyddnaw, Heddwyn, Heylyn, Hyfaidd, Islwyn, Lloyd, Llywelyn, Lythan, Mathonwy, Maelgwn, Medwyn, Melfyn, Morydic, Morvran, Myrrdin, Nath, Neilyn, Nwython, Pebwyr, Rhywallan, Rhydderch, Rhys, Sadynfyw, Sulien, Talfryn, Tegerin, Twynnell, Urien, Vaughan, Wyndod


Female Elven Names:


Aeronwen, Annwyl, Arwyn, Blodyn, Ceridwyn, Creirdyddlydd, Delwyn, Eiddwen, Eifiona, Eirawyn, Eldrydd, Enid, Genevieve, Glynis, Gwenddyd, Gwyneth, Gwenhwyfar, Gwerydd, Hylin, Llewelydd, Lynwen, Maelona, Meirwen, Melangell, Muriel, Morgwen, Nerys, Nonna, Olwedd, Rhiain, Rhiannon, Rhonwen, Tangwystli


Elven Surnames:


Annwyl, Apsimon, Bedward, Blaeney, Byddir, Bynyr, Cadwalader, Caffyn, Carduggan, Catharn, Ceidiog, Cnaitho, Connah, Eathel, Eddow, Ffoulkes, Flello, Fychan, Gadarn, Gough, Gwalchmey, Gwgan, Gwilt, Gwyther, Knethell, Kyffin, Laugharne, Llewellyn, Llowarch, Llwyd, Mostyn, Prytherch, Pugh, Qiult, Rhiann, Siencyn, Tegg, Treffgarne, Vawer, Yorath


Religions:


The Celtic Pantheon. (NOTE: The elves of Sithicus do not practice any religion, though there are relics of a faith steeped in draconic idolatry found throughout their lands; this religion was apparently abandoned some time ago)




Gnomes


Gnomes are spindly humanoids with tanned skin and wizened faces. They have fair hair and large, sparkling blue eyes. Most humans find gnomes less threatening than other nonhumans simply due to their small size, but humans remain wary of gnomes' reputed inborn magical powers and eccentric personalities. Gnomes prefer to wear comfortable clothes in bright, primary colors, decorated with gem-encrusted jewelry that would be gaudy by anyone else's standards.


Gnomes possess intense intellectual curiosity. They are fascinated by intricate details, be they riddles or the fine cogs of a pocket watch. Gnomes enjoy nothing so much as solving a difficult puzzle--building patterns out of chaos. They often work as alchemists, gemcutters, engineers, or clockmakers.


Many gnomes also possess a wicked, morbid sense of humor. They often pass the time by telling macabre tales laced with irony, and they enjoy playing practical jokes, particularly on anyone they consider too dour. Gnomish practical jokes are usually remarkably elaborate but are virtually never intended to cause the recipient any true harm.


Homelands:


The largest settlement of gnomes in Ravenloft is the town of Mayvin in Darkon. Demand for gnomish skill has also drawn small communities (less than a hundred or so) to Valachan and Hazlan. The largest gnomish settlement outside Darkon exists in Nova Vaasa, where it has become fashionable for nobles to have gnomish jesters in their courts. There are rumors that these jesters also serve as spies for their respective courts, making use of their inherent magical abilities and small size.


Recommended Feats: Alertness, Craft Wand, Dodge, Scribe Scroll, Skill Focus (Bluff)


Base Outcast Rating: 2


Names:


Male Gnomish Names:


Abascantus, Abronychus, Acaeus, Aclepiades, Adeimanthos, Aegon, Aeimnestos, Aeolus, Aesop, Agamedes, Agamemnon, Agastrophos, Agathocles, Aias, Aischylos, Akadios, Alektryon, Alexandros, Alkamenos, Alphesiboeus, Ameinokles, Amphitrion, Anaxandridas, Andokides, Antikles, Antiphones, Apollophanes, Argos, Arion, Aristophanes, Asteropaeus, Astyanax, Athenodorus, Autolykos, Basileios, Borus, Brygos, Castor, Cephalos, Cheiron, Chrysippos, Cleandros, Cleodaeos, Clytomedes, Croesus, Cyneas, Daedalos, Damasithymos, Deinokrates, Demarmenos, Demetrios, Demokrates, Diokles, Diomedes, Dymnos, Eioneus, Epaphos, Epaphroditus, Epiphanes, Eteokles, Eudorus, Euripides, Eurykratides, Eurysthenes, Festus, Ganymedes, Gylippos, Harmocydes, Herakleides, Hermogenes, Hieronymus, Hippokratides, Hylas, Iakchos, Iambulus, Iphikrates, Isokrates, Kadmos, Kallisthenes, Kephalos, Kleitos, Kleomenes, Kyrios, Laertes, Laios, Leonidas, Lykomedes, Meidias, Melanippos, Menekrates, Metrophanes, Mikkos, Mnesiphilos, Mnesus, Narkissos, Neoptolemos, Nestor, Nikomedes, Oenopion, Olympiodorus, Onomastos, Orestes, Orion, Orpheus, Pallas, Paris, Parthenopaeus, Perikles, Phaestus, Phillipos, Philoctetes, Polydius, Polykritos, Porphyrios, Praxis, Priam, Ptolemaios, Pyrrhus, Pythagoras, Sebastos, Silanos, Simonides, Sisyphus, Talos, Teiresias, Telemachus, Theoclymnius, Theodoros, Theophylaktos, Thukydides, Tyrus, Xanthippos, Xenokrates, Zenicetes


Female Gnomish Names:


Achradina, Aerope, Agathé, Alkmena, Althea, Amphitrite, Anastasia, Andromeda, Antigone, Antiope, Appollonia, Ariadne, Artemisia, Atalanta, Briseis, Caleope, Calypso, Carina, Circe, Cybele, Cymothoe, Deianeira, Demetria, Dione, Elektra, Eriboea, Eris, Europa, Hekabe, Hermione, Hippolyta, Iola, Iomene, Ione, Ismene, Jocasta, Kallisto, Kassandra, Khlöe, Kleopatra, Klytemnestra, Kypris, Laodameia, Lede, Medea, Megaera, Menelaia, Merope, Nausicaa, Nephele, Nikasepolis, Niobe, Omphale, Pasiphae, Penelope, Persephone, Phaedra, Phoebe, Phyllis, Pylia, Rhea, Sophia, Thebe, Thetis, Thisbe, Verda, Xene, Zoe


Religions: the Greek Pantheon




Half-Elves (Fey-Born)


Half-elves are the product of rare love affairs between elves and humans. Although most half-elves inherit most traits from their human parents, they often retain faint elven traits: pointed ears, angular features, and green or violet eyes. They have no communities of their own and tend to adopt the prevailing human fashions of their homeland.


Although half-elves are at risk in nations such as Falkovnia and Tepest, they do not face the same level of animosity that many other nonhumans face in human lands. Half-elves generally pitied by both humans and elves; some even consider half-elves mildly cursed by their heritage. It is said that half-elves are doomed to outlive their human loved ones and to grow old and die before the eyes of their elven kin. They find it difficult to maintain long-term relationships. Forced into the life of an outsider -- though not reviled like calibans -- half-elves often pride themselves on their iconoclastic nature. Many pour their alienation and anguish into artistic pursuits, becoming musicians or wandering bards.


Homelands:


Like calibans, half-elves are creatures of unusual birth. A half-elf may be born to a wandering elf in any nation, but most hail from the regions surrounding the elven lands of Sithicus or eastern Darkon.


Recommended Feats: Alertness, Iron Will, Skill Focus (Persuade), Skill Focus (Perform)


Base Outcast Rating: 1


Names: Half-elves can have any human or elven name, though being outcasts, many reject their given names and adopt dramatic titles like "the Wind Haunter," "the Deathseeker," "the Scarlet Wanderer," or "the Friend of Shadows."


Religions: Any




Halflings


Halflings are tiny humanoids, easily mistaken at first for human children. Halflings do possess a childlike curiosity about the world around them, which often expresses itself as wanderlust. Halflings prefer simple, comfortable garb and avoid ostentation. Halfling hair and eye color is usually dark brown.


Halflings are lucky enough to avoid most of the animosity that other nonhumans face. With their small size and lack of supernatural powers, halflings present humans with little to fear. Humans respect halflings' courage and general good nature--sometimes to a fault. Humans often treat halflings with good-intentioned condescension, believing that all halflings are as innocent and harmless as the young children they resemble.


Halflings enjoy the gentle comforts of the world that many other demi-human races seem to overlook. They do not crave gold like the dwarves; if they have enough money to live comfortably, they are content. The gems and jewels that fascinate gnomes interest them only as curiosities. The high grandeur of a typical elf's lifestyle also has little appeal to them, for it is often so pretentious as to be uncomfortable.


Halfling culture is pastoral. They keep their gardens, raise a few pigs or chickens, and avoid having more to do with outsiders than they can help.


Homelands:


Most halflings are nomadic, wandering in clans from one nation to another. Unlike the constantly wandering Vistani, however, halflings tend to take root in a given area for a few years, experiencing all it has to offer before moving on. Any settlement in Ravenloft of sufficient size may boast a halfling community, though these may be ghettoes. Some halflings have settled down to form permanent communities. The largest of these are in the Darkonese cities of Rivalis and Delagia.


Recommended Feats: Dodge, Mobility, Skill Focus (Persuade), Skill Focus (Taunt), Skill Focus (Tumble), Weapon Finesse


Base Outcast Rating: 1


Names:


Male Halfling Names:


Adalbert, Aegenwulf, Aelfred, Aelfwold, Aethelbricht, Aethelnoth, Aethilheard, Aldfrith, Allric, Angenlaf, Archibald, Athelric, Baerwald, Baldwin, Bardolph, Beagnoth, Bedric, Beorhtel, Beornfred, Berenwald, Birstan, Bregowine, Burghelm, Calemund, Ceafor, Ceolbald, Cerdic, Clarembald, Cuthbeorht, Daegheard, Darwin, Delwyn, Denewulf, Deorling, Dunstan, Eadbeald, Eadwig, Edward, Egelbert, Eomer, Ernulf, Fordwin, Frealaf, Fulbert, Gerbert, Godfred, Godwin, Grimwold, Harold, Heregeorn, Hildric, Hrothgar, Hunlaf, Hybald, Ingwald, Leofric, Maldred, Mervin, Norbert, Nothwulf, Osgar, Osric, Oswold, Raedfrid, Randwulf, Regenweald, Rodolph, Saebeorht, Sigbert, Swaefheard, Teoweald, Theobald, Thurstan, Trumwine, Ulfbehrt, Unferth, Walstan, Werferth, Wiermund, Wilbehrt, Winfirth, Wulfgar, Wynne, Wynstan


Female Halfling Names:


Aelfwynn, Agenilda, Aldreda, Athilda, Baldhild, Beaduthryth, Beornwynn, Birghiva, Botilda, Brichtrethe, Brihteue, Brithreth, Burgwynn, Eadwynn, Edilda, Elvina, Engeleisia, Eormenhilde, Gertrude, Godwyna, Guthild, Herburga, Herewynn, Hiltrude, Maerwynn, Mildgyth, Quendreda, Rimilda, Rowena, Saxleue, Somerhild, Theorigitha, Thylda, Touillda, Vluerona, Waerblith, Waerhild, Wifrun, Withburga, Wulfhild, Wynflead


Religions: Any




Half-Vistani


Half-Vistani, or "giogoto" in the Vistani language, are the result of a union between a Vistana and a "giorgio" (any non-Vistani human). Unlike the other special races of Ravenloft, half-Vistani are entirely human. However, the traits they inherit from their Vistani blood separate them from normal men and women.


Love affairs between giorgio and Vistani are often torrid and brief. The cultural rift cuts deeply, so precious few giogoto ever grow up knowing both of their parents. Most often, the Vistana moves on in the night abandoning the child to the giorgio. Rarely, a giogoto child is raised by the tribe of its Vistani parent. In either case, the child may be cared for but is never truly accepted. The half-Vistani's giorgio family may fear that the child will develop the peculiar talents of her Vistani kin, and since the giogoto is not fully "of the blood," she finds herself unable to share the entire worlds of Vistani experiences.


Broken homes are the giogoto's birthright. Many spend their lives haunted by their youth; a rejected child often matures into a sullen and withdrawn adult. It is no small matter to straddle the cultural rift of their birth, so most giogoto choose to adopt one culture over the other. Regardless of the heritage they favor, half-Vistani tend to be passionate and pessimistic individuals.


Half-Vistani resemble their Vistani parents, often inheriting their angular and aquiline features, eyes and hair of deep brown or black, and dusky or olive complexions. Of course, giogoto often exhibit traits of their giorgio heritage as well. Half-Vistani are capable of hiding their Vistani heritage from the giorgio, but such tricks fail against true Vistani, who can identify those who are "of the blood" with but a glance.


Giogoto are caught between two worlds; giorgio treat them like Vistani and Vistani treat them like giorgio. A half-Vistani's outlook towards nonhumans usually mirrors that of their homeland, though it is not uncommon for them to be more accepting towards other "unwelcome" races such as calibans and half-elves.


Homelands:


The Vistani endlessly wander throughout the Land of Mists, so a giogoto may be born in any nation. The ruthless oppression of the Vistani in Invidia makes native half-Vistani rare in that realm, while they are slightly more common in neighboring Barovia. No permanent half-Vistani communities exist within the Land of Mists.


Recommended Feats: Alertness, Artist, Blooded


Base Outcast Rating: 2, though a half-Vistani skilled at disguising one's self can reduce his OR to 0


Names:


Male half-Vistani Names:


Bela, Grigori, Iosif, Karol, Ludovic, Nicu, Pyotr, Simione, Stefan, Vasile, Youri


Female half-Vistani Names:


Ana, Eliza, Isabela, Lela, Natasha, Papusza, Rozalina, Sofya, Tara, Ursula, Yvonne


Religions:


Half-Vistani raised by giorgio typically adopt the prevalent faith of their homeland. Giogoto raised by the Vistani are seldom religious; the Vistani worship no gods and have many legends of their cruel mistreatment at the hands of godlike beings in the distant past. Some Vistani, particularly those of the Vatraska tribe, treat fate, the Mists, and the forces of nature with a respect that approaches reverence, however.


Tribal Heritage: A half-Vistani character must select a tribe from the following list at the time of creation, reflecting the branch of his/her Vistani ancestry. This tribe determines additional benefits.


Canjar: +2 racial bonus on Spellcraft checks.

Corvara: +2 racial bonus on Open Lock checks.

Equaar: +2 racial bonus on Animal Empathy checks

Kamii: +2 racial bonus on Craft Armor and Craft Weapon checks

Naiat: +2 racial bonus on Perform checks. Naiat have a base OR of 0.

Vatraska: +2 bonus on Heal checks.

Zarovan: Racial bonus of 1d10-1d4 to initiative.


Humans


Humans make up the majority of the population of the Land of Mists. So large is the human population that many of them only know of other races through rumor or legend. They fill every niche in society and represent a wide spectrum of cultures and ethnic groups. Every human holds the potential to perform great good or commit great evil and can choose which path to follow. Humans are the masters of their own nature; it is both their greatest strength and their most fatal flaw.


Homelands: Human communities can be found in virtually every settled domain.


Recommended Feats: Any. See the "Nations of Ravenloft" section of this site for feat selection based on geographical regions.


Base Outcast Rating: 0


Names: Based on the homeland


Religions: Any




Calibans


Orcs are unknown in Ravenloft, even as creatures of legend. For this reason, no half-orcs are native to the Land of Mists. However, creatures do exist that fill the half-orc's role: calibans. Thankfully rare, calibans are twisted humans exposed to curses or foul magic while still in the womb. The birth of a caliban in a community is often seen as a sure sign of the presence of witchcraft. Calibans are physically powerful but misshapen humanoids. No two calibans look alike, but common deformities include twisted backs or limbs, asymmetrical features, bristly skin, or tusk-like teeth. They are widely considered brutish, savage creatures. In truth, many calibans *are* simple-minded, petty brutes, but this is often the product of their upbringing. Rejected as monsters, most calibans spend their lives hidden in dank cellars or flee civilization to roam the wilds. In truth, a caliban's heart can be as pure and noble as that of any human.


Homelands: As creatures of unnatural origin, calibans can hail from any populated nation. Most are born in lands where magic is relatively common, such as Darkon, Hazlan, and Tepest.


Recommended Feats: Alertness, Great Fortitude, Skill Focus (Intimidate).


Base Outcast Rating: 5


Names: Based on the homeland


Religions: Any


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Dwarves


Dwarves are a stout race. Their skin tones range from light tan to dark umber, and is often streaked with dust or soot. Hair color ranges from rust red to brown or black, though it often turns silver or slate gray by adulthood. They prefer somber, earthen tones for their clothing, often adorned with precious minerals.


The dwarven mindset centers on the forge and the family. They are grim and quiet--dwarves have no use for idle chatter and speak only when the situation demands it. They tell no jokes, sing only dirgelike songs, and frown on festivals or holidays. It is easy to understand why so many people consider the dwarves to be a dour race. They work hard and cannot abide laziness. Their craftsmanship, however, is often given the highest of praises.


Dwarves are an avaricious race, fond of gold and other precious metals. Their mines are always run efficiently and make high profits. They also favor strong drink, although this often makes them argumentative and brings about disputes and brawls.


It is difficult to imagine a more loyal friend or tenacious enemy than a dwarf. Anyone lucky enough to befriend one of these proud demi-humans will find an ally who stands by him in even the most dangerous situations. By the same token, however, angering one of these folk is not something undertaken lightly. Dwarf feuds often span decades and even centuries, with heirs often seeking revenge long after the death of the original combatants.


Dwarves claim a spiritual kinship with the earth itself. Some humans have distorted this, believing that dwarves are actually elemental spirits. Many human folktales speak of dwarves who require a diet of gold and gems or who turn to stone if touched by sunlight.


Homelands:


The center of dwarven culture is the town of Tempe Falls in Darkon, though nearby Corvia also hosts a sizeable dwarven population. Smaller dwarven communities have also spread south along the Balinoks and to other mountainous regions, such as the Sleeping Beast Mountains of Lamordia and even as far south as Barovia. In recent years, dwarven explorers have also been making inroads into the forsaken region of the Mountains of Misery once known as Arak. There they have been laboring to reopen the abandoned mines and a long-neglected trade route that once connected Tempe Falls to Liara in Nova Vaasa.


Recommended Feats: Great Fortitude, Iron Will, Skill Focus (Craft Armor), Skill Focus (Craft Weapon)


Base Outcast Rating: 3


Names: Male Dwarven Names:


Agdi, Alrek, Althjof, Andvari, Angantyr, Arngrim, Asmund, Bafur, Barri, Beiti, Bifur, Bjarkmar, Bombor, Borgar, Brynjolf, Bui, Dain, Dolghvari, Draupnir, Drott, Durin, Dvalin, Eddval, Egil, Eikinskjaldi, Einar, Eirik, Eitri, Eylimi, Fafnir, Finnbogi, Fjalar, Fjolmod, Fjolvar, Fridleif, Frithjof, Frosti, Fundin, Fyri, Galar, Ganndalf, Gardar, Gauk, Geirmund, Ginnar, Gjuki, Glammad, Gloin, Grim, Gudmund, Gunnar, Gunnbjorn, Haeming, Hafgrim, Hamdir, Havard, Heimir, Heptifili, Herthjof, Hildigrimm, Hjalm-Gunnar, Hjorolf, Hjorvard, Hlothver, Hraerek, Hrafknel, Hreggvid, Hrodmar, Hrolf, Hunding, Hymling, Idmund, Ingjald, Ivar, Jarnskeggi, Jokul, Jormunrek, Kjar, Knui, Kol, Leif, Melnir, Nori, Nyr, Oin, Olaf, Olvir, Onar, Ori, Orr, Raevil, Ref, Regin, Rekk, Rolf, Sigmund, Sigurd, Sinfjotli, Sjolf, Skirvir, Snaevar, Soti, Storvirk, Svafnir, Svart, Thjodrek, Thjodrorir, Thorfinn, Thorin, Thror, Thorir, Thorstein, Thorvid, Tryfing, Ulf, Vali, Vestri, Vidgrip, Vignir, Vikar, Vinndalf, Vit, Volund, Yngvi


Female Dwarven Names:


Aesa, Alfhild, Alof, Arnora, Asa, Aslaug, Aud, Bekkhild, Bera, Bestla, Bodvild, Borghild, Borgny, Brynhild, Busla, Dagmaer, Dagny, Edda, Edny, Eyfura, Fjotra, Freydis, Galumvor, Geirrid, Gjaflaug, Grimhild, Groa, Gudrid, Gudrun, Gullrond, Gunila, Halldis, Hallfrid, Hallveig, Hekja, Helga, Herborg, Herkja, Hervor, Hildigunn, Hildrid, Hjordis, Hjotra, Hleid, Hrafnhild, Hrodrglod, Ingibjorg, Ingigerd, Isgerd, Kara, Kolfrosta, Kostbera, Lofnheid, Lofthaena, Lyngheid, Nauma, Oddrun, Olvor, Ragnhild, Saereid, Sigrid, Sigrlinn, Silksif, Sinrjod, Skjalf, Svanhvit, Swanhild, Sylgja, Thjodhild, Thorgerd, Thorunn, Throa, Thurid, Tofa, Unn, Vaetild, Yrsa


Dwarven Nicknames:


Absent-Minded, Arrow-Odd, Bag-Nose, Bare-Legs, Belly-Shaker, Berserks-Killer, Black, Blind, Blood-Axe, Bold, Brave, Breat Rope, Bull-Bear, Buttered-Bread, Crow, Deep-Minded, Dueller, Easterner, Fair, Feeble, Fetter-Hound, Finehair, Fish-Hook, Flat-Nose, Flayer, Fosterer, Good, Gossip, Grey-Cloak, Hairy-Breeks, Hairy-Cheek, Hard-Mouth, Horse-Head, Hot-Head, Hunter, Keen-Eyed, Lean, Little, Long-Leg, Lucky, Mansion-Might, Night-Sun, Noisy, Old, One-Hand, Peaceful, Peacock, Pilgrim, Pin-Leg, Powerful, Proud, Prow-Gleam, Red, Serpent-Tongue, Showy, Silk-Beard, Skinflint, Skull-Splitter, Sleekstone-Eye, Smooth-Tongue, Snake-in-the-Eye, Southerner, Stout, Stubborn, ******-Bit, Unruly, Wealthy, Wartooth, Whelp, White, Wry-Mouth, Wry-Neck, Yeoman, [name of enemy]'s-Bane, [name of enemy]'s-Killer


Religions: The Norse Pantheon




Elves


The "fair folk," as elves are often called, have elegant, honed features. Perhaps their most notable characteristics are their pointed ears, the distinctly almond shape of their eyes, and the angular brows that slant across their high foreheads. They are much more slender than humans and stand somewhat shorter.


Two seemingly unrelated elven societies exist in Ravenloft. The elves of Sithicus all share the traits of silvery hair and amber eyes. The elves of the other lands (most of whom dwell in Darkon) tend to have dark hair and eyes of green, violet, or gray. Both groups share the other features described above. They prefer to dress in light, fine fabrics like silk or satin. Sithican elves prefer drab colors, but the fashion of the other elves is set by season: pastel greens and blues are worn in the summer, followed by yellows, oranges, and reds in autumn. They restrict themselves to black, white, or gray in the winter, followed by an explosion of colors in the spring.


The elves are children of nature, respected by some humans but quietly feared by others. They measure their lives in centuries and lack the sense of urgency that seems to drive humans. In times of need they can react as quickly as any other race, but they see nothing wrong with dedicating months or years to perfecting a sonnet, observing beauty, or engaging in the pursuit of pleasure. Humans often call elves hedonistic and claim that they have only a bystander's understanding of death. In fact, in some lands, elves are commonly thought -- however erroneously -- to be fey creatures, immortal nature spirits merely aping human form. More than one unfortunate elf has had their immortality tested by the inquisitors of Tepest.


The elves are well aware of the prejudice that most humans carry toward anything unusual or exotic. For that reason, they only reluctantly make their presence known and seldom seek the companionship of humans. Elves remain a reclusive folk who do their best to keep their cities hidden from the prying eyes of men and monsters. While they may seem to be as rare as dwarves or the other demi-human races, this may not be the case. The reclusive nature of Ravenloft's elves suggests the possibility of elf villages--perhaps even cities -- so well camouflaged that mankind has never discovered them.


Homelands:


Darkon's Mistlands contain three primarily elven communities -- Neblus, Nevuchar Springs, and Sidnar -- where elves mingle freely with other races. On the far side of the Core, Sithicus stands as the only nation with a primarily nonhuman population. Legends speak of still more elven cities hidden from human eyes by powerful elven magic or the Mists.


Recommended Feats: Alertness, Scribe Scroll, any metamagic feat


Base Outcast Rating: 3


Names: (NOTE: for Sithican Elven names, see the section on Sithicus under "Other Nations of Ravenloft."


Male Elven Names:


Addonwy, Aelhaiarn, Aeron, Aled, Anarawd, Arhtudd, Arianvagyl, Arllechwedd, Armagil, Arthawd, Arvor, Arwystli, Berwyn, Bleddig, Bleuddydd, Bradwen, Bran, Branwaladr, Brioc, Brochwel, Cadfael, Cadfannan, Cadwaladyr, Cadwgawn, Caradoc, Caerwyn, Cydifor, Cemlyn, Cenydd, Cewydd, Cirdan, Clais, Colan, Cuhelyn, Cwenarth, Cyfnerth, Cymran, Cyndylan, Cynyr, Dallwyr, Daronwy, Deheuwynt, Derwyn, Drych, Dyfrig, Dylan, Ednowain, Edynfed, Eidyn, Einiawn, Elwyn, Enodoc, Ernan, Eryl, Euddogwy, Eurwyn, Fagan, Ffernfael, Gareth, Gerwyn, Glyndwr, Gorthyn, Gryffyd, Gwaednerth, Gwenwynwyn, Gwrfelling, Gwydyr, Gwyddnaw, Heddwyn, Heylyn, Hyfaidd, Islwyn, Lloyd, Llywelyn, Lythan, Mathonwy, Maelgwn, Medwyn, Melfyn, Morydic, Morvran, Myrrdin, Nath, Neilyn, Nwython, Pebwyr, Rhywallan, Rhydderch, Rhys, Sadynfyw, Sulien, Talfryn, Tegerin, Twynnell, Urien, Vaughan, Wyndod


Female Elven Names:


Aeronwen, Annwyl, Arwyn, Blodyn, Ceridwyn, Creirdyddlydd, Delwyn, Eiddwen, Eifiona, Eirawyn, Eldrydd, Enid, Genevieve, Glynis, Gwenddyd, Gwyneth, Gwenhwyfar, Gwerydd, Hylin, Llewelydd, Lynwen, Maelona, Meirwen, Melangell, Muriel, Morgwen, Nerys, Nonna, Olwedd, Rhiain, Rhiannon, Rhonwen, Tangwystli


Elven Surnames:


Annwyl, Apsimon, Bedward, Blaeney, Byddir, Bynyr, Cadwalader, Caffyn, Carduggan, Catharn, Ceidiog, Cnaitho, Connah, Eathel, Eddow, Ffoulkes, Flello, Fychan, Gadarn, Gough, Gwalchmey, Gwgan, Gwilt, Gwyther, Knethell, Kyffin, Laugharne, Llewellyn, Llowarch, Llwyd, Mostyn, Prytherch, Pugh, Qiult, Rhiann, Siencyn, Tegg, Treffgarne, Vawer, Yorath


Religions:


The Celtic Pantheon. (NOTE: The elves of Sithicus do not practice any religion, though there are relics of a faith steeped in draconic idolatry found throughout their lands; this religion was apparently abandoned some time ago)




Gnomes


Gnomes are spindly humanoids with tanned skin and wizened faces. They have fair hair and large, sparkling blue eyes. Most humans find gnomes less threatening than other nonhumans simply due to their small size, but humans remain wary of gnomes' reputed inborn magical powers and eccentric personalities. Gnomes prefer to wear comfortable clothes in bright, primary colors, decorated with gem-encrusted jewelry that would be gaudy by anyone else's standards.


Gnomes possess intense intellectual curiosity. They are fascinated by intricate details, be they riddles or the fine cogs of a pocket watch. Gnomes enjoy nothing so much as solving a difficult puzzle--building patterns out of chaos. They often work as alchemists, gemcutters, engineers, or clockmakers.


Many gnomes also possess a wicked, morbid sense of humor. They often pass the time by telling macabre tales laced with irony, and they enjoy playing practical jokes, particularly on anyone they consider too dour. Gnomish practical jokes are usually remarkably elaborate but are virtually never intended to cause the recipient any true harm.


Homelands:


The largest settlement of gnomes in Ravenloft is the town of Mayvin in Darkon. Demand for gnomish skill has also drawn small communities (less than a hundred or so) to Valachan and Hazlan. The largest gnomish settlement outside Darkon exists in Nova Vaasa, where it has become fashionable for nobles to have gnomish jesters in their courts. There are rumors that these jesters also serve as spies for their respective courts, making use of their inherent magical abilities and small size.


Recommended Feats: Alertness, Craft Wand, Dodge, Scribe Scroll, Skill Focus (Bluff)


Base Outcast Rating: 2


Names:


Male Gnomish Names:


Abascantus, Abronychus, Acaeus, Aclepiades, Adeimanthos, Aegon, Aeimnestos, Aeolus, Aesop, Agamedes, Agamemnon, Agastrophos, Agathocles, Aias, Aischylos, Akadios, Alektryon, Alexandros, Alkamenos, Alphesiboeus, Ameinokles, Amphitrion, Anaxandridas, Andokides, Antikles, Antiphones, Apollophanes, Argos, Arion, Aristophanes, Asteropaeus, Astyanax, Athenodorus, Autolykos, Basileios, Borus, Brygos, Castor, Cephalos, Cheiron, Chrysippos, Cleandros, Cleodaeos, Clytomedes, Croesus, Cyneas, Daedalos, Damasithymos, Deinokrates, Demarmenos, Demetrios, Demokrates, Diokles, Diomedes, Dymnos, Eioneus, Epaphos, Epaphroditus, Epiphanes, Eteokles, Eudorus, Euripides, Eurykratides, Eurysthenes, Festus, Ganymedes, Gylippos, Harmocydes, Herakleides, Hermogenes, Hieronymus, Hippokratides, Hylas, Iakchos, Iambulus, Iphikrates, Isokrates, Kadmos, Kallisthenes, Kephalos, Kleitos, Kleomenes, Kyrios, Laertes, Laios, Leonidas, Lykomedes, Meidias, Melanippos, Menekrates, Metrophanes, Mikkos, Mnesiphilos, Mnesus, Narkissos, Neoptolemos, Nestor, Nikomedes, Oenopion, Olympiodorus, Onomastos, Orestes, Orion, Orpheus, Pallas, Paris, Parthenopaeus, Perikles, Phaestus, Phillipos, Philoctetes, Polydius, Polykritos, Porphyrios, Praxis, Priam, Ptolemaios, Pyrrhus, Pythagoras, Sebastos, Silanos, Simonides, Sisyphus, Talos, Teiresias, Telemachus, Theoclymnius, Theodoros, Theophylaktos, Thukydides, Tyrus, Xanthippos, Xenokrates, Zenicetes


Female Gnomish Names:


Achradina, Aerope, Agathé, Alkmena, Althea, Amphitrite, Anastasia, Andromeda, Antigone, Antiope, Appollonia, Ariadne, Artemisia, Atalanta, Briseis, Caleope, Calypso, Carina, Circe, Cybele, Cymothoe, Deianeira, Demetria, Dione, Elektra, Eriboea, Eris, Europa, Hekabe, Hermione, Hippolyta, Iola, Iomene, Ione, Ismene, Jocasta, Kallisto, Kassandra, Khlöe, Kleopatra, Klytemnestra, Kypris, Laodameia, Lede, Medea, Megaera, Menelaia, Merope, Nausicaa, Nephele, Nikasepolis, Niobe, Omphale, Pasiphae, Penelope, Persephone, Phaedra, Phoebe, Phyllis, Pylia, Rhea, Sophia, Thebe, Thetis, Thisbe, Verda, Xene, Zoe


Religions: the Greek Pantheon




Half-Elves (Fey-Born)


Half-elves are the product of rare love affairs between elves and humans. Although most half-elves inherit most traits from their human parents, they often retain faint elven traits: pointed ears, angular features, and green or violet eyes. They have no communities of their own and tend to adopt the prevailing human fashions of their homeland.


Although half-elves are at risk in nations such as Falkovnia and Tepest, they do not face the same level of animosity that many other nonhumans face in human lands. Half-elves generally pitied by both humans and elves; some even consider half-elves mildly cursed by their heritage. It is said that half-elves are doomed to outlive their human loved ones and to grow old and die before the eyes of their elven kin. They find it difficult to maintain long-term relationships. Forced into the life of an outsider -- though not reviled like calibans -- half-elves often pride themselves on their iconoclastic nature. Many pour their alienation and anguish into artistic pursuits, becoming musicians or wandering bards.


Homelands:


Like calibans, half-elves are creatures of unusual birth. A half-elf may be born to a wandering elf in any nation, but most hail from the regions surrounding the elven lands of Sithicus or eastern Darkon.


Recommended Feats: Alertness, Iron Will, Skill Focus (Persuade), Skill Focus (Perform)


Base Outcast Rating: 1


Names: Half-elves can have any human or elven name, though being outcasts, many reject their given names and adopt dramatic titles like "the Wind Haunter," "the Deathseeker," "the Scarlet Wanderer," or "the Friend of Shadows."


Religions: Any




Halflings


Halflings are tiny humanoids, easily mistaken at first for human children. Halflings do possess a childlike curiosity about the world around them, which often expresses itself as wanderlust. Halflings prefer simple, comfortable garb and avoid ostentation. Halfling hair and eye color is usually dark brown.


Halflings are lucky enough to avoid most of the animosity that other nonhumans face. With their small size and lack of supernatural powers, halflings present humans with little to fear. Humans respect halflings' courage and general good nature--sometimes to a fault. Humans often treat halflings with good-intentioned condescension, believing that all halflings are as innocent and harmless as the young children they resemble.


Halflings enjoy the gentle comforts of the world that many other demi-human races seem to overlook. They do not crave gold like the dwarves; if they have enough money to live comfortably, they are content. The gems and jewels that fascinate gnomes interest them only as curiosities. The high grandeur of a typical elf's lifestyle also has little appeal to them, for it is often so pretentious as to be uncomfortable.


Halfling culture is pastoral. They keep their gardens, raise a few pigs or chickens, and avoid having more to do with outsiders than they can help.


Homelands:


Most halflings are nomadic, wandering in clans from one nation to another. Unlike the constantly wandering Vistani, however, halflings tend to take root in a given area for a few years, experiencing all it has to offer before moving on. Any settlement in Ravenloft of sufficient size may boast a halfling community, though these may be ghettoes. Some halflings have settled down to form permanent communities. The largest of these are in the Darkonese cities of Rivalis and Delagia.


Recommended Feats: Dodge, Mobility, Skill Focus (Persuade), Skill Focus (Taunt), Skill Focus (Tumble), Weapon Finesse


Base Outcast Rating: 1


Names:


Male Halfling Names:


Adalbert, Aegenwulf, Aelfred, Aelfwold, Aethelbricht, Aethelnoth, Aethilheard, Aldfrith, Allric, Angenlaf, Archibald, Athelric, Baerwald, Baldwin, Bardolph, Beagnoth, Bedric, Beorhtel, Beornfred, Berenwald, Birstan, Bregowine, Burghelm, Calemund, Ceafor, Ceolbald, Cerdic, Clarembald, Cuthbeorht, Daegheard, Darwin, Delwyn, Denewulf, Deorling, Dunstan, Eadbeald, Eadwig, Edward, Egelbert, Eomer, Ernulf, Fordwin, Frealaf, Fulbert, Gerbert, Godfred, Godwin, Grimwold, Harold, Heregeorn, Hildric, Hrothgar, Hunlaf, Hybald, Ingwald, Leofric, Maldred, Mervin, Norbert, Nothwulf, Osgar, Osric, Oswold, Raedfrid, Randwulf, Regenweald, Rodolph, Saebeorht, Sigbert, Swaefheard, Teoweald, Theobald, Thurstan, Trumwine, Ulfbehrt, Unferth, Walstan, Werferth, Wiermund, Wilbehrt, Winfirth, Wulfgar, Wynne, Wynstan


Female Halfling Names:


Aelfwynn, Agenilda, Aldreda, Athilda, Baldhild, Beaduthryth, Beornwynn, Birghiva, Botilda, Brichtrethe, Brihteue, Brithreth, Burgwynn, Eadwynn, Edilda, Elvina, Engeleisia, Eormenhilde, Gertrude, Godwyna, Guthild, Herburga, Herewynn, Hiltrude, Maerwynn, Mildgyth, Quendreda, Rimilda, Rowena, Saxleue, Somerhild, Theorigitha, Thylda, Touillda, Vluerona, Waerblith, Waerhild, Wifrun, Withburga, Wulfhild, Wynflead


Religions: Any




Half-Vistani


Half-Vistani, or "giogoto" in the Vistani language, are the result of a union between a Vistana and a "giorgio" (any non-Vistani human). Unlike the other special races of Ravenloft, half-Vistani are entirely human. However, the traits they inherit from their Vistani blood separate them from normal men and women.


Love affairs between giorgio and Vistani are often torrid and brief. The cultural rift cuts deeply, so precious few giogoto ever grow up knowing both of their parents. Most often, the Vistana moves on in the night abandoning the child to the giorgio. Rarely, a giogoto child is raised by the tribe of its Vistani parent. In either case, the child may be cared for but is never truly accepted. The half-Vistani's giorgio family may fear that the child will develop the peculiar talents of her Vistani kin, and since the giogoto is not fully "of the blood," she finds herself unable to share the entire worlds of Vistani experiences.


Broken homes are the giogoto's birthright. Many spend their lives haunted by their youth; a rejected child often matures into a sullen and withdrawn adult. It is no small matter to straddle the cultural rift of their birth, so most giogoto choose to adopt one culture over the other. Regardless of the heritage they favor, half-Vistani tend to be passionate and pessimistic individuals.


Half-Vistani resemble their Vistani parents, often inheriting their angular and aquiline features, eyes and hair of deep brown or black, and dusky or olive complexions. Of course, giogoto often exhibit traits of their giorgio heritage as well. Half-Vistani are capable of hiding their Vistani heritage from the giorgio, but such tricks fail against true Vistani, who can identify those who are "of the blood" with but a glance.


Giogoto are caught between two worlds; giorgio treat them like Vistani and Vistani treat them like giorgio. A half-Vistani's outlook towards nonhumans usually mirrors that of their homeland, though it is not uncommon for them to be more accepting towards other "unwelcome" races such as calibans and half-elves.


Homelands:


The Vistani endlessly wander throughout the Land of Mists, so a giogoto may be born in any nation. The ruthless oppression of the Vistani in Invidia makes native half-Vistani rare in that realm, while they are slightly more common in neighboring Barovia. No permanent half-Vistani communities exist within the Land of Mists.


Recommended Feats: Alertness, Artist, Blooded


Base Outcast Rating: 2, though a half-Vistani skilled at disguising one's self can reduce his OR to 0


Names:


Male half-Vistani Names:


Bela, Grigori, Iosif, Karol, Ludovic, Nicu, Pyotr, Simione, Stefan, Vasile, Youri


Female half-Vistani Names:


Ana, Eliza, Isabela, Lela, Natasha, Papusza, Rozalina, Sofya, Tara, Ursula, Yvonne


Religions:


Half-Vistani raised by giorgio typically adopt the prevalent faith of their homeland. Giogoto raised by the Vistani are seldom religious; the Vistani worship no gods and have many legends of their cruel mistreatment at the hands of godlike beings in the distant past. Some Vistani, particularly those of the Vatraska tribe, treat fate, the Mists, and the forces of nature with a respect that approaches reverence, however.


Tribal Heritage: A half-Vistani character must select a tribe from the following list at the time of creation, reflecting the branch of his/her Vistani ancestry. This tribe determines additional benefits.


Canjar: +2 racial bonus on Spellcraft checks.

Corvara: +2 racial bonus on Open Lock checks.

Equaar: +2 racial bonus on Animal Empathy checks

Kamii: +2 racial bonus on Craft Armor and Craft Weapon checks

Naiat: +2 racial bonus on Perform checks. Naiat have a base OR of 0.

Vatraska: +2 bonus on Heal checks.

Zarovan: Racial bonus of 1d10-1d4 to initiative.


 


 


Vistani


 


The Vistani (singular: Vistana) are a group of roving gypsies native to Ravenloft. They have generally darker complexions than the average human found in the Core, with tan to brown skin, brown to black eyes, and dark brown or black hair. They are ever so slightly larger in frame than the average human, and have sharp, hawklike features.


An ancient Vistani saying teaches that "only the Vistani are the Vistani." To the Vistani, this illustrates the fact that those who are not of true Vistani blood cannot be trusted. As such, it serves as an excellent example of the membership philosophy of the Vistani: someone not born to Vistani parents is not a Vistana. The giomorgo are half-Vistani, born of one normal human parent and one Vistana parent. While the average human often has difficulty telling one from a pure-blood Vistana, the Vistani seem to be able to tell immediately whether someone is Vistani or not merely by looking at them.


"The Vistani do what the Vistani do." This old proverb from Barovia is as fitting a description of these people as one is ever likely to need. Many believe that the Vistani have some secret goal that they slowly strive toward; others say that they have a secret so terrible that they work always to keep it hidden. If either of these is true, or if some other secret explains their mysterious behavior, no one can say. Perhaps the future will reveal the answer.


Vistani tribes travel from place to place in great wagons, called vardos. Each is headed by a man, the captain, and a woman, the raunie, who are related. These caravans serve as the only headquarters they have. This is not to say that the various tribes might not have caches of supplies, weapons, or the like scattered about Ravenloft, only that the Vistani are a nomadic people.



Of course, some say that the Vistani come from a secret land hidden away in the Mists. This place is most often called oculhogar. Most sages dismiss these claims as wishful thinking, however.


The most famous Vistana is Madame Eva, who leads the Zarovan tribe.



               
               

               
            

Legacy_Shemsu-Heru

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #23 on: September 02, 2014, 02:25:02 am »


               

Unfortunately for me This is not the best month for adding RL content. I'm gonna be quite busy and tired at the last half of the month. However I would try to add as many RL content as I can before that. if you have curiosity about in what I'm working, here is a clue....


 


jaws_stance_by_orkimides-d6ial73.gif



               
               

               
            

Legacy_Carcerian

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #24 on: September 02, 2014, 02:27:27 am »


               

It's not all bad for everyone in Ravenloft tho, as the Eternian Emporer Skeletor seems to be enjoying his much-needed-haitias as he takes time to explore his talents as a Dark-Opera-Singer...


 


Masque+of+the+Red+Death+by+Edgar+Allan+P


 


"I'm not smiling you fools, I really DID break a leg!"



               
               

               
            

Legacy_Bluebomber4evr

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #25 on: September 02, 2014, 03:00:31 am »


               

Other famous Ravenloft personalities:


 


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Azalin Rex, lich-king of Darkon, in his mortal disguise


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Azalin's true form


 


 


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Lord Soth, death knight of Krynn and former darklord of Sithicus


 


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Harkon Lukas, wolfwere bard and darklord of Kartakass


 


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Easan the Mad, wood elf wild mage, demon-possessed madman, and darklord of Vechor


 


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Baron Urik von Kharkov, nosferatu vampire who began life as a black panther, darklord of Valachan


 


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"Aggie", the undead lake serpent that dwells in Forlorn's Lake of Red Tears (Ravenloft's version of the Loch Ness monster)


 


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Vladimir Ludzig, a vampyre (a living creature that resembles a vampire) that leads a pack of his kind in secret in Falkovinia


 


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Athaekeetha, an illithid vampire that lurks on Bluetspur's surface


 


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Mayonaka, a chiang-shi (oriental vampire) samurai from Kara-Tur, now wandering Ravenloft.


 


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Blackroot, the oldest evil treant in Ravenloft


 


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Tara Kolyana, a cleric of Ezra and the current generation's reincarnation of Tatyana.


 


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Jezra Wagner, a unique spectre that haunts Mt. Baratak in Barovia. Instead of draining levels, her touch freezes her victims solid.


 


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Andres Duval, a good-aligned bardic lich


 


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The legendary monster hunter, the late Rudolph van Richten.


 



               
               

               
            

Legacy_Bluebomber4evr

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #26 on: September 02, 2014, 03:12:57 am »


               

The races of Ravenloft:


 


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Humans


 


 


 


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Half-Vistani


 


 


 


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Dwarves


 


 


 


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Elves


 


 


 


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Half-Elves


 


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Gnomes


 


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Halflings


 


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Calibans


Ravenloft is a world that has no orcs, even as creatures of legend, so there are no native half-orcs. In their place, there are calibans, humans who are twisted by black magic while in the womb and are born deformed and bestial-looking.


 


 



               
               

               
            

Legacy_Bluebomber4evr

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #27 on: September 02, 2014, 04:02:17 am »


               

More famous Ravenloft NPCs:


 


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The Living Brain of Rudolph von Aubrecker. An evil, disembodied psionic brain who wages a secret war with the darklord of Dementlieu.


 


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The Avanc, a unique monster that dwells in Tepest's Lake Kronov. This horrid beast was originally a human, and was transformed into this monstrous form when he ran afoul of the evil fey that live in the Shadow Rift.


 


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Ahmi Vanjuko, once a human ranger, now his mind is trapped inside a mechanical golem after encountering Easan the Mad.


 


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The Furies: Alecto, Tisiphone, and Megarea. These creatures hunt down those who have fallen into temptation but seek to redeem themselves.They harass the person to repeat their evil acts and slide back into darkness.


 


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Top row, left to right:


Tristen ApBlanc, Darklord of Forlorn. By day, he is a vampyre (a living creature that has powers similar to a vampire). By night, he is a ghost. His castle exists in three separate points in time simultaneously, but only outsiders experience this.


 


Inajira, an arcanoloth who desires revenge upon Strahd von Zarovich. 


 


Jacqueline Montarri, a human who was cursed by the Vistani and lost her head. She kills other women and uses their heads as replacements. Legend has it that if she ever finds her original head she will gain immortality. To this end, she founded the Red Vardo Traders, who pose as a salvage and trade company, but in truth are searching for her original head.


 


Bottom row, left to right:


Gondegal, once conquered the city of Arabel in the Forgotten Realms, now wanders Ravenloft as a member of the Knights of Shadow.


 


Kazandra, vampire leader of the Kargat, Azalin's secret police.


 


Victor Mordenheim, creator of the golem Adam. Adam is the darklord of Lamordia.


 


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Top row, left to right:


Azalin Rex, lich darklord of Darkon


 


Toben the Many, a unique undead consciousness that inhabits multiple zombie bodies simultaneously


 


Eia Pax, the most powerful and and longest-lived paladin of the Morninglord in the setting


 


Bottom row, left to right:


Dominic d'Honaire, mesmerist darklord of Dementlieu


 


Jacqueline Renier, wererat darklord of Richemulot


 


Shih Suren, a unique tiger-headed caliban paladin from Rokushima Taiyoo.


 


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Gennifer and Laurie Weathermay-Foxglove are the granddaughters of Mordent's governor, and have taken up Rudolph van Richten's monster hunting after his untimely demise.



               
               

               
            

Legacy_Bluebomber4evr

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #28 on: September 02, 2014, 07:10:09 am »


               

The Nightmare Lands


 


The Nightmare Lands is a unique domain in Ravenloft were the waking world and the world of dreams collide. The landscape is constantly changing and unpredictable. People can travel there while awake or when they are dreaming. The only inhabitants are the Abber Nomads, an aboriginal culture that assumes that anything they aren't observing ceases to exist. The domain is ruled by the Nightmare Court, a cadre of ghoulish creatures that each create a specific type of nightmare.


 


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Abber Nomads are the only living inhabitants of the Nightmare Lands. They are primarily inspired by the Ojibwe people of North America. One of their famous creations is the dreamcatcher, which can protect travelers in the realm from the creations of the Nightmare Court.


 


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Abber Shamans live apart from the rest of their people, and have special insight into the workings of the Nightmare Lands. The most well-known of these shamans is Walks Alone (pictured above).


 


The Nightmare Court:


The Nightmare Court is comprised of at least six distinct members, though there may be more who have yet to be identified. They dwell in the Nightmare Lands, each controlling a specific location in the domain.


 


One member of the Court, a being called the Nightmare Man appears to be more powerful than the rest and possibly even the Court’s leader. It is not known if the Nightmare Man is the sole lord of this domain, however, or if he shares this role with the entire Court. Some have even speculated that the Court is simply made up of different aspects of the Nightmare Man’s personality, each given substance by the curse which binds him to the domain.


 


In any case, the Nightmare Lands’ proximity to the Veil of Sleep gives the Court access to the dreams of people across the multiverse – not just those trapped within the Demiplane of Dread. The members of the Court cannot escape from the domain by crossing the Veil of Sleep, but they can pull dreamers into their mad realm.


 


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The Ghost Dancer:


 


The Ghost Dancer is perhaps the most tragic member of the Nightmare Court. As her name implies, she is an incorporeal creature who now searches the nightmares of the living in an effort to understand her own death. Dreams inspired by guilt and shame interest her the most, drawing her with the same inescapable pull as a flame exerts over a moth.


 


The Ghost Dancer appears as an ethereal and strikingly beautiful young woman in her late teens or early 20s. She is translucent, with pale flesh that looks cold and dead. Her short, blond hair is as devoid of color as her alabaster skin. Above pale, full lips, her eyes are hidden beneath perpetual shadow. This grim specter wears a tattered, faded ballerina’s costume. Pale blood stains cover its once-elegant designs; some shapeless splatters, others ominous hand prints that hint at foul violence in the distant past. She is as beautiful as she is insubstantial, with wisps of ghostly mist rising off her transparent form.


 


The Ghost Dancer never speaks. Dark bruises on her neck could indicate that she lost the capacity in whatever violent act ended her corporeal life, but the details of that event remain a mystery. She does communicate, however, through her expressive and haunting dances. Unfortunately, to view such a dance usually indicates that the Ghost Dancer has marked the audience – and those so marked rarely live long enough to tell others what they saw.


 


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Hypnos:


 


Hypnos is sleep personified, the one member of the Nightmare Court who never leaves his bed of glass. This villain favors dreams of inadequacy and frustration, seeking to destroy a dreamer’s self-esteem through endless nocturnal episodes. He also has the ability to affect the waking world through a combination of suggestion and mesmerism.


 


Hypnos appears as a gentleman of high station, a tall man dressed in impeccably tailored suits. His black hair and thick mustache are always perfectly trimmed and neat. A monocle connected to his vest pocket by a gold chain covers his right eye. He is always seen in eternal slumber, resting within a glass coffin, his arms folded peacefully across his chest. Only his right eye, the one behind the monocle, is ever open. Indeed, it never closes, but is instead filled with a maniacal light. Although he appears to be dead, Hypnos is not an undead creature.


 


Though Hypnos’s mouth never moves, his voice continuously whispers throughout his lonely tower like a chill autumn breeze. It speaks to wanderers and dreamers alike, taunting and ridiculing them while also urging them to commit terrible arts of violence.


 


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Morpheus:


 


Morpheus is one of the strangest members of the Nightmare Court, a chaotic imp who loves to confuse, confound, and shock the dreamers who provide the energy to sustain him.


 


Morpheus is a red-skinned, powerfully built male with dark hair and eyes, a thin mustache, and pointed ears. He adorns himself in expensive, formal suits, though only from the waist up. His lower body tapers off into vaporous trails.


 


Due to his connection to the dream plane, Morpheus can speak any language he has ever come in contact with.


 


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Mullonga:


 


The aboriginal witch Mullonga is one of the most active members of the Nightmare Court. She may look like an old woman who is so small as to be harmless, but she is evil and malicious. She thrives on the fear and apprehension of others.


 


Mullonga appears as a hunched, leathery, brown-skinned old woman dressed in animal skins and carrying a gnarled staff. Her flesh looks as if it has been parched in the hottest desert, beneath a blazing, unforgiving sun. As no visible sun shines over the Nightmare Lands, perhaps it is the pure evil that emanates from this witch that withers her flesh so.


 


Her connection to the dream plane gives Mullonga access to many languages, all of which are spoken with a voice as dry and brittle as a mummy's wrappings.


 


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The Nightmare Man:


 


The mysterious entity known as the Nightmare Man rules over the Nightmare Court from his lair in the Grieving Cathedral. It is the Nightmare Man’s curse that gives shape to this domain and binds the rest of the Court to the land.


 


The Nightmare Man wears dark, tattered robes, a hood always drawn over his head. The hood’s shadows hide his face, though long wisps of silver hair spill from the dark opening. Only his hands emerge from the folds of the robes, and these appear as gnarled, pale appendages that are more skeletal than flesh. The robes are spun from the webs of dark dreamweavers, and dozens of these spider creatures crawl across their fraying surface.


 


The Nightmare Man can speak any language he has ever encountered in the dreams of his multitude of victims. When he speaks, his raspy voice sounds like a faint wind blowing through a dead forest of dry leaves and brittle branches. It carries with it a chill that no fire can eliminate.


 


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The Rainbow Serpent:


 


The Rainbow Serpent is perhaps the most enigmatic member of the Nightmare Court simply because the creature wears a nonhumanoid form. It is a reclusive entity who sows the seeds of mistrust and suspicion among the dreamscapes it controls.


 


This winged serpent is only four feet long, with brilliant red scales interrupted by bands of yellow, black, and deep blue. Its eyes are full of malevolent intelligence, and its mouth seems to be curled in a perpetual smile. If dreamers remember anything about this villain, it is this leering, mocking smile.


 


The Rainbow Serpent can speak any language it has ever encountered in the dreams of others. It does not actually speak, but instead projects the words and ideas it wishes to communicate directly into the minds of its audience. Within these minds, the listeners are never sure what ideas well up from their own subconscious and what comes from the seditious liar with the rainbow-hued scales.


 


Monsters of the Nightmare Lands:


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Morphs:


Gray morphs populate the dreamscapes and roam the Terrain Between (a zone in which waking reality and dreamscapes are mixed and in constant flux). They function as the supporting cast in dreams and nightmares. It is not known if they serve this function in normal dream scenes or just in the dreamscapes of the Nightmare Lands.


 


A gray morph’s natural form is that of a small, blank, featureless humanoid with long, gangly limbs and pale, gray flesh that is as malleable as water. In dreamscapes, gray morphs assume the form off normal people, common animals and even common objects to fill out the details of the dream. They can change form at will in a dreamscape due to the energy provided by a seed (a dreamer temporarily attached to a particular dreamscape). In the Terrain Between, however, they need to draw on the memories of living, sentient beings through physical contact.


 


Shadow morphs play major roles in nightmares, assuming the forms of whatever horrors haunt the recessed memories of dream seeds (that is, dreamers). Its natural form looks much like a gray morph, though it’s slightly larger, its flesh darker, and its featureless lines sharper and more frightening.


 


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Ennui:


 


Ennui are greater dream spawn who serve the members of the Nightmare Court, actively controlling events occurring in dreamscapes while their masters are otherwise occupied. They can move freely across the Veil of Sleep, stepping between the waking world and the dreamscapes without trouble. Ennui are naturally wild and savage. Fear generated in dreamers by nightmares not only sustains ennui, it gives them control over their innate savagery.


 


An ennui appears as a large creature that can shift its form at will. In its natural form, it stands as tall as a man, has four arms, and batlike wings. Its skin is gray and featureless, able to change with fluidic ease.


 


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Arcane Heads:


 


Arcane heads are the severed heads of wanderers whose physical bodies died in the Nightmare Lands, specifically the Terrain Between. The heads are then magically animated by Mullonga the aboriginal witch of the Nightmare Court. A flock of 13 arcane heads serve Mullonga, searching for physical wanderers traveling in the Nightmare Lands.


 


An arcane head looks much as it die in life, except that it has no body. Its eyes are empty and white, and a supernatural glow surrounds it. Its teeth are much sharper than those of a normal human, and its neck has been sewn shut where it was severed from its body. An arcane head moves through the power of magical flight, tracing mystical patterns in the air as it travels. When the mystic patterns of several heads are combined in a specific way, a portal opens through which Mullonga may travel to reach her ghastly servants.


 


The only sounds made by an arcane head are low, pathetic moans and the grinding of sharp teeth. It appears they can communicate with Mullonga in some way, but they do not speak or otherwise talk to their victims.


 


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Dreamweavers:


 


Dreamweavers spin the stuff of dreams and nightmares, giving shape and substance to the scenes inside the dreamscapes. These spiderlike creatures come in two varieties: light-colored dream spinners and dark weavers, who create the tapestries of nightmare.


 


Dreamweavers are spiders no bigger than 6 inches in diameter. The type that weaves beautiful silken dreams has a light-colored body, usually the same color as the morning sky. The type that weaves nightmare webs has a sleek body as dark as the deepest night. Both types have matching striped legs.


 


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Mandalain, the Night Terror:


 


The night terror called Mandalain has two distinct forms. Both of these forms have ghostly qualities. The first form is that of a beautiful young woman with long brown hair and dressed in a nurse’s uniform. This is how the real Mandalain looked in life. The second form is more terrifying. Her uniform becomes stained and tattered. Her hair turns wild and white streaks appear within it. Her eyes, once big and expressive, become empty pools of shadow. Her long, slender fingers take on the most dramatic change; they become surgical scalpels.


 


This Mandalain isn’t the ghost of the real nurse. This is a night terror constructed by the Nightmare Man from the images in Dr. Illhousen’s nightmares. The creature’s sole purpose is to enter the waking world and torment Illhousen as it haunts his clinic.


 


The night terror never speaks, but it sometimes screams with such pain and agony that it sounds like Mandalain is being killed again.



               
               

               
            

Legacy_Bluebomber4evr

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Custom Content Challenge: September 2014: The Mists of Ravenloft
« Reply #29 on: September 02, 2014, 07:19:42 am »


               

General inspirational artwork from Ravenloft:


 


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