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Custom Content Challenge: September 2014: The Mists of Ravenloft


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#1
The Amethyst Dragon

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The theme for this month's challenge: "The Mists of Ravenloft":
 

The Mists of Ravenloft: Just a challenge focused on the subplane of dread. Unique creatures from RL, perhaps the Dark lords, like the one of Strad Von Zarovith on the Vault. Creepy and/or gothic tilesets or placeables. Music tracks suitable for a RL background. Scripts to recreate Ravenloft curses, or unique creature powers. Victorian and or Renaissance clothes...


This theme was suggested by Shemsu-Heru.

Guidelines:

  • It must be fully working in game.
  • Use of vanilla NWN or publicly available texture is fine.  Just remember that NWN textures must have dimensions in powers of 2 (2, 4, 8, 16, 32, etc.).
  • Teamwork is welcome.
  • Beginners most welcome. Don't be afraid, just try, you'll be surprised!
  • "Custom Content" includes many sorts of things: models, scripts, prefabs (areas, items, creatures, conversations, quests, etc.), sounds, portraits, or anything else new for the game.
  • All submissions must be finished, working, and emailed to NWNCCCMakers@gmail.com (or a non-Vault link provided) by October 1st, 2014. Sooner than that is perfectly fine too. ;-)

Somethings you could include in the download/email that would make packaging everything up easier and faster:

  • 2da lines needed.
  • Screenshot from in game for use on the vault page (this also gives me hints on how to display the new goodie). Formats: .bmp, .jpg, .png, or .tga
  • Portraits (if needed) of your new goodie. Placeables and monsters should include a portrait.
  • Inventory icons (if needed) of your new goodie.
  • Any credits you would like listed.
  • If this is your first entry, please tell me what name you would like your work listed under and provide a link to your other NWN content if you want that displayed as well (the link bit is totally optional).
  • Also if you would like an invite to the CC Makers group, send Rolo Kipp a friend invite. The group is nothing spectacular, mostly just documentation on 2da lines.

Remember, the Challenge is all about fun, sharing, creativity, and surprise!

This thread is for all sorts of discussion about this month's theme: ideas for things to make, questions/concerns, announcement of what you intend to make, screenshots of work in progress and/or finished projects.  

If you want to discuss the Monthly Custom Content Challenge idea as a whole or wish to submit ideas/themes for future monthly Challenges, please post in its thread here.
When submitting a new theme, please provide a title and short summary of the theme.

If you have a technical question about some custom content creation, please create a separate thread so that the answers can be found later by anyone, not just people interested in this Challenge. We'll try to help!

Have no fear and join the fun!

And finally, you can:

Submit theme suggestions.
Vote for October's theme.
Email content to: NWNCCCMakers@gmail.com
 

 



#2
The Amethyst Dragon

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Declared/Intended Projects:

 
Downloaded/Emailed Projects:

Bug Skeletons (creatures) by Shadowing2029

Crimson Bones (creature) by Shadowing2029

Drider Lich & Insectoid Skeleton (creatures) by Shadowing2029

Koschei (head) by Shadowing2029

Mist Golem (creature) by Shadowing2029

Skeleton Archer (creature) by Shadowing2029

Spider Skeletons (creatures) by Shadowing2029
Zombie Goblin (creature) by Shadowing2029

Desert Zombie (creature) by Shemsu-Heru

Hebi-No-Onna snake hands (body part) by Shemsu-Heru

Loup-garou (creatures) by Shemsu-Heru
Ravenloft Classic Game Music (sounds) by Shemsu-Heru

Ravenloft Unique Mummies (creatures) by Shemsu-Heru

Rayne (creature) by Shemsu-Heru

Rayne's Sword (weapon) by Shemsu-Heru

Sea Zombie (creature) by Shemsu-Heru

Werebat (creature) by Shemsu-Heru
Wereshark (creature) by Shemsu-Heru

Boritsi Estate (prefab) by Tarot Redhand

Take PCs to Ravenloft Trap (script) by Tarot Redhand

Amnesia (music) by Wall3T

Castle Ravenloft/Dracul (prefab) by Wall3T



#3
Bluebomber4evr

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Haha, this one's going to be pretty useful for me! (see my sig ;) )

 

I'll post some relevant artwork later!



#4
Wall3T

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ooh i want to participate, but i have no idea what to do. I might re-release my old castlevania module with some fixed issues i had with the last one



#5
Shemsu-Heru

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Ravenloft_Dungeons_and_Dragons_logo.png

 

 

Thanks for have chosen "The Mists of Ravenloft."
Ravenloft is a classic, horror, gothic, D&D campaign inspired by classic horror novels, like "Dracula", "Frankenstein", "The Island of Doctor Moreau", etc...

 

This are some, quite completed, websites dedicated to the Raveloft universe:

http://voltor.narod....od/dod01000.htm

 

http://www.fraternit.../wiki/Main_Page



#6
Tarot Redhand

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That's serendipity for you. If all the stuff is in soon enough after the finish date, there will just be enough time to make a module for Halloween...

Best take a look at my monstrous compendium Ravenloft appendices and my 1e ravenloft boxed set so I know what to beg, nag, plead ask for.  :whistle:

 

TR


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#7
Shemsu-Heru

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List of Ravenloft creatures:

In the Demiplane of dread, dwell many kind of different creatures, many of them are generic D&D creatures, but others are exclusive of Ravenloft. Lycanthropes, and specially undead are the most common types, actually it's thought that any undead which exist in D&D could be found in Ravenloft. And vampires are the greatest of all undeads, in Ravenloft exist many vampire subtypes.
The links below, are for creatures exclusive of Ravenloft, This shows their 2nd Ed stats; 3.5 stats of many of ravenloft creatures can be found in the official RL 3.5 manuals like "denizens of darkness" or better in its updated version "denizens of dread" and in the "Ravenloft gazetteers". Also some creatures related with Ravenloft can be found in the 3.5 "Monster manuals", "Libris mortis", "Fiend folio". etc...

 

Aggie

Akikage

Animator, General Information

Animator, Minor

Animator, Common

Animator, Greater

Arak, General Information

Arak, Alven

Arak, Brag

Arak, Fir

Arak, Muryan

Arak, Portune

Arak, Powrie

Arak, Shee

Arak, Sith

Arak, Teg

Arayashka

Arcane Head

Avanc

Azoul

Bakhna Rakhna

Baobhan Sith

Bastellus

Bat (Ravenloft)

Black Panther

Beetle, Scarab

Boneless

Boowray

Bowlyn

Brain, Living

Broken One

Bruja

Bussengeist

Carrion Stalker

Carrionette

Cat, Crypt

Cat, Midnight

Cat, Plains

Cat, Skeletal

Changeling (Kin)

Cloaker, Resplendent

Cloaker, Shadow

Cloaker, Undead

Corpse Candle

Crimbil

Crimson Bones

Darkling

Death Linnen, Sheet

Death’s Head Tree

Devilwhip

Dhampir

Doomcat

Doom Guard (Ravenloft)

Doom Locust

Doppelganger (Ravenloft)

Doppelganger Plant

Dream Spawn, General Information

Dream Spawn, Lesser, Morph

Dream Spawn, Greater, Ennui

Dream Stalker

Dreamweaver

Duende

Echo

Elemental (Ravenloft), General Information

Elemental (Ravenloft)

Ermordenung

Ermordenung, Nostalia Romaine

Familiar, Pseudo-

Familiar, Undead

Fanggen

Feathered Serpent (Ravenloft)

Fee-faw-fum

Fenhound

Figurine, General Information

Figurine, Ceramic

Figurine, Crystal

Figurine, Ivory

Figurine, Obsidian

Figurine, Porcelain

Fleas of Madness

Furies

Geist

Ghost, Animal

Ghost Dancer, The

Ghoul Lord

Ghoul, Ghast, Jugo Hesketh

Giwoitis

Glitterman

Goblyn

Golem (Ravenloft), General Information

Golem (Ravenloft)

Golem, Mechanical, Ahmi Vanjuko

Golem, Maggot

Golem, Flesh (Ravenloft)

Golem, Mist (Ravenloft)

Golem, Snow (Ravenloft)

Golem, Wax (Ravenloft)

Golem, Half-

Gremishka

Griffon, Shadow

Grim

Grim Reaper

Hæmogoblin

Hag, Spectral

Head Hunter

Hearth Fiend

Hebi-No-Onna (Ravenloft)

Hound, Phantom

Hound, Skeletal

Huldrow

Human (Ravenloft)

Human, Abber Nomad

Human, Abber Shaman

Human, Cursed (Jacqueline Montarri)

Human, Lunatic

Human, Madman (The Midnight Slasher)

Human, Vistana

Human, Voodan

Hypnos

Imp, Assassin

Imp, Wishing

Impersonator

Ivy, Crawling

Jack Frost

Jolly Roger

Karliki

Kashehotapolo

Kizoku

Lashweed

Leech, Magical

Leech, Psionic

Leshii

Lich, Bardic

Lich, Drow

Lich, Elemental

Living Tattoo

Living Wall

Lost Souls

Lycanthrope, Loup-garou

Lycanthrope, Rat King

Lycanthrope, Werealligator

Lycanthrope, Werebaboon

Lycanthrope, Werebadger

Lycanthrope, Werebat (Ravenlof)

Lycanthrope, Werecheetah

Lycanthrope, Werejackal

Lycanthrope, Werejaguar (Ravenloft)

Lycanthrope, Wereleopard

Lycanthrope, Weremustela

Lycanthrope, Werepossum

Lycanthrope, Wereraven

Lycanthrope, Wereray

Lycanthrope, Wereraccoon

Lycanthrope, Wereshark (Ravenloft)

Lycanthrope, Weretiger (Jahed)

Man, Rotting

Marikith

Mask Doppelganger

Meazel (Salizarr)

Medusa (Ravenloft)

Mist Ferryman

Mist Horror

Mist Sylph

Moldling

Moor Man

Morpheus

Mullonga

Muma Padura

Mummy, Bog

Mummy, Greater (Ravenloft)

Mummy, Greater, Senmet

Narek

Nightcrawler (Ravenloft)

Night Hag, Styrix

Night Terror, Mandalain

Nightmare Court, The

Nightmare Man, The

Nocnitsa

Nymph, Glass

Obedient

Odem

Ouija Table

Paka

Plant, Blood Rose

Plant, Fearweed

Poludnica

Quevari

Quickwood

Radiant Spirit

Rainbow Serpent, The

Ravenkin

Reaver

Recluse

Remnant, Aquatic

Resident

Rushlight

Sadhuin

Saugh, Dearg-Due

Saugh, Gossamer

Scarecrow (Ravenloft)

Sea Spawn, Master

Sea Spawn, Minion

Shadow Asp

Shattered Brethren

Siren (Ravenloft)

Skeleton, Archer

Skeleton, Blood

Skeleton, Giant

Skeleton, Insectoid

Skeleton, Strahd's

Skeletal Steed, Strahd's

Skin Thief

Spectre, Jezra Wagner

Spirit, Psionic

Starfish, Giant

Thrax (Pelik)

Thunder Child

Treant, Evil

Treant, Evil (Blackroot)

Treant, Undead

Umbra (Ravenloft)

Uncle Skeleton

Unicorn, Shadow

Upir Lichy

Valpurgeist

Vampire (Ravenloft), General Information

Vampire, Oriental

Vampire, Eastern (Mayónaka)

Vampire, Drow

Vampire, Dwarf

Vampire, Elf

Vampire, Gnome

Vampire, Goblin

Vampire, Halfling

Vampire, Illithid

Vampire, Illithid (Athaekeetha)

Vampire, Kender

Vampire, Cerebral

Vampire, Nosferatu

Vampire, Pisacha

Vampyre

Vampyre (Vladimir Ludzig)

Venus Weed

Virus, General Information

Virus I

Virus II

Virus III

Virus, Undead

Vorlog

Weeping Willow

Widow, Red

Will O’Dawn

Will O’Deep

Will O’Mist

Will O’Sea

Willow, Bleeding

Wolfwere, Greater

Wraith, War

Zombie Lord

Zombie, Cannibal

Zombie, Desert

Zombie, Mud

Zombie, Strahd's

Zombie, Voodan

Zombie Fog

Zombie Wolf



#8
Shemsu-Heru

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Honorable or infame mentions

 

This creatures are not exclusive for Ravenloft, however they could be found easily in the Demiplane of dread, at least depending of the RL domain. So i think that they deserve a mention....


Banshee

Crypt Thing

Death Knight

Ghost

Ghoul

Inquisitor

Lycanthrope, Werecrocodile

Lycanthrope, Werefox

Lycanthrope, Werepanther

Lycanthrope, Wererat

Lycanthrope, Weretiger

Lycanthrope, Werewolf

Mummy

Nightmare

Shadow

Shadow Fiend

Spectre

Skeleton, Warrior

Wraith

Zombie

Zombie, Sea



#9
Carcerian

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Don't Forget Vecna and Kas, both residents of Ravenloft (for a time at least)

 

RAVVecnaReborn.jpg

 

Vecna12.JPG

 

Vecna00.jpg

 

Vecna13.jpg

 

(The lord of mysteries can't be contained to a single theme after all...)

 

Dragon312MarcSasso.jpg

 

(Tho Kas is still supposedly stuck there, as a naughty vampire demigod...)



#10
Carcerian

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Also don't forget "Masque of the Red Death" an entire mini-sub-campaign for Ravenloft...

 

5685.jpg

 

(Gothic-Steampunk Anyone?)

 

Sort of like Worlds of Ravenloft... (micro-quasi-demi-planes?)

 

00_worlcover.jpg

 

(fan-fic based borderlands and twilight shard realms?)



#11
Shemsu-Heru

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Ravenloft - The Dark Powers

The following text incorporates content from Wikipedia.

The Dark Powers are a fictitious malevolent force from the Ravenloft campaign setting for the Dungeons and Dragons fantasy role-playing game. Their exact nature and number are purposefully kept vague, allowing for plot development in accordance with the Gothic tradition of storytelling - where the heroes are frequently outclassed and outnumbered by unknowably evil forces beyond their control.

The Dark Powers most frequently serve as a plot device for Ravenloft, especially concerning the Dark Lords, the de facto visible rulers of the Ravenloft Demiplane. Where the players are often tormented and opposed by the Dark Lords, the Dark Lords are themselves tormented and opposed by the Dark Powers. Of course, the difference lies in order of power - while many D&D adventures focus on allowing a band of heroes to prevail over a Dark Lord (much as in the spirit of Bram Stoker's novel Dracula), no such victory over the Dark Powers is conceivable.

Most frequently, the Dark Powers make their wishes and intents known through subtle manipulations of fate. Thus, Strahd von Zarovich's many attempts to win back his love, Tatyana, are doomed to failure, but the Dark Powers arrange such that he never truly loses hope. Each time, for example, Strahd's own actions may be partially culpable for his failure, and as such he may go through crippling self-recrimination, rather than cursing the gods solely and giving up. Most other Dark Lords have similar tales of frustration, kept all the more unbearable because the flicker of the possibility of success is never truly extinguished.

Not all Dark Lords acknowledge the Dark Powers directly, however. Strahd, for example, in his own memoirs, speaks only of a force known as "Death", who mocks him with the voices of his family and former colleagues throughout his life. Vlad Drakov, whose military expeditions are doomed to constant failure, seems even to be totally oblivious of any non-mortal factors in his repeated defeats.

The Dark Powers also seem capable of non-evil manipulations. Although their machinations are often directly responsible for the misery of many of Ravenloft's inhabitants, they also appear to play a role as dispenser of justice. Some tales of innocents, who have escaped Ravenloft for happier environs, are attributed to the Dark Powers, who have judged a being worthy of reward and release from their misty domain.


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#12
Carcerian

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(Basically Plot Mechanism and Poetic Justice meets Instant Karma?)

 

Lzshdl2.jpg

 

The Dark Powers are a mysterious shadowey pantheon, whose origins and motives are the darkest of secrets....

 

Ultima5box.jpg

 

(Perhaps Vecna knows, but hes not much of a sharer... ;) )


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#13
Shemsu-Heru

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Ravenloft Darklords.

Darklords are evil beings, who literally have been kidnapped by the Dark Powers, into the Demiplane of Ravenloft. They are owners and prisoners, at the same time of their domains. they are bound to their lands, they can't leave their own domains. And their domains exist only for them. If a Dark lord is destroyed, or more improbable have been able to escape from Ravenloft, Their Domain would disappear as it never had been existed; unless another suitable creature takes the role of darklord of the domain.
many Darklords works as the lawful ruler and lord of their domain; But this is not always the case. Also many darklords are able to close the borders of their domains at will.

 

List of Darklords at mistpedia

 

Another list of Darklords

 

The official 3.5 stats of many Ravenloft Darklords, can be found in the official RL 3.5 manual "Ravenloft - secrets of the dread realms".

 

------------------------------------------------------------------------------------------------------------------------------------------------------

 

Ex-Darklords

 

Only Vecna and Lord Soth are known, for had being able to escape from Ravenloft, but in the case of Soth that didn't happen by his will.....



#14
Carcerian

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A few Ravenloft Highlights:

 

vampelf.gif

 

Demi-human undead (such as the Vampire Elf)

 

carrionette.png

 

Dangerous Toys (Like the Carrionette)

 

golembod.gif

Morbid Machines and other Creepy Constructs...

 

golervmz.gif

 

Psychotic Sub-breeds...

 

humarave.gif

 

and even tragically noble forces of good, trapped by fate...

 

lywerrav.gif

"Wereravens are a race of wise and good-aligned shapechangers who migrated to Ravenloft from another realm (Greyhawk) centuries ago."

 

http://www.dotd.com/mm/MM00198.htm


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#15
Bluebomber4evr

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Strahd von Zarovich, first and most famous darklord:

 

strahd_zps732f33db.jpg

ravenloft1_zps14c2faf8.jpg

raveloft_zps9f5c5545.jpg

stradh1a_zpsd08924b8.jpg

alumni_strahd_zpsf94d9012.jpg

dod_063_strahd_zps0554cbdb.jpg

 



#16
Carcerian

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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


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#17
Shemsu-Heru

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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.



#18
Tarot Redhand

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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


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#19
Carcerian

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Ravenloft's #1 "Good Guy" 

 

richten.jpg?w=250&h=300

 

(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


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#20
Tarot Redhand

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

 

TR



#21
Shemsu-Heru

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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



#22
MerricksDad

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

 

Todd_Lockwood_Spell_Rune_Golem_mid.jpg


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#23
Shemsu-Heru

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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.



#24
Shemsu-Heru

Shemsu-Heru
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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



#25
Carcerian

Carcerian
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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!"


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