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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.

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