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The next several chapters look at the majority of the known domains on the Demiplane of Dread. Emphasis has been given to those lands which are likely homelands for native player characters.

An Overview of the Core

The Core stands more or less as it did after the Grand Conjunction. However, a few major changes have occurred: The Mists over the southern part of the Sea of Sorrows have parted to reveal more of that dark body of water and a second body of water - the Nocturnal Sea - has appeared east of Nova Vaasa and Necropolis. The Mists still surround the entire continent, and what lies beyond them is unknown.

The Balinok Mountains divide the Core from north to south, interrupted midway by the Grand Conjunction's most curious legacy, the Shadow Rift. The spectacular peaks of the Balinoks soar to extremes of nearly ten thousand feet. The lands west of the Balinoks, sandwiched between the mountains and the Misty Border, are covered with thick forest. To the east of the peaks. Nova Vaasa is mostly barren or grassy. Only one major road crosses the Balinoks: the Old Svalich Road in Barovia. Timori Road used to connect the East and the West through Tepest, but the Shadow Rift has permanently closed that passage. Other crossings through the Balinoks are possible but treacherous.

Three major rivers run through the lands north and west of the Balinoks: the Vuchar, the Musarde, and the Arden. The Vuchar travels from east to west across the northern plains of Necropolis. Strangely enough, parts of the river flow from the Nocturnal Sea, but it also seems to derive from an unknown source beyond the Mists. The Musarde River flows from tributaries in Forlorn and Hazlan, carving a lush valley. The Musarde and the Arden are major trade arteries of the Core.

The Arden River flows out of Valachan, tracing a northerly path through Sithicus and Verbrek before passing back into Valachan and on to Mordent. Before the Grand Conjunction, it was popularly believed that the Arden flowed directly out of the Mists, though the Vistani have always insisted that Valachan held its source.

Politics of the Core

Up until the last five years, the mercantile and political situation in the Core was quite stable. Aside from periodic invasions of Darkon by Falkovnia, there were no major conflicts or political animosities between the domains.

Dementlieu, Mordent, Richemulot, and Borca have been trade partners and allies for decades, forming mutual defense pacts against the military threat of Falkovnia. The fact that these domains speak dialects of the same tongue has made them natural allies.

Barovia, Invidia, and Kartakass have similar trading arrangements, although their pacts are somewhat looser. Most trade between these domains takes place via the Musarde River and its tributaries.

Falkovnia, despite its militaristic and isolationist stance, is something of a breadbasket for the Core. The domain possesses huge grainfields, and these harvests are transported to Falkovnian merchant enclaves in other domains and sold there.

At one time, Darkon was a major factor in the Core's trading environment. Like Falkovnia, the nation was a supplier of grain to other domains, and the city of Martira Bay was the site of Darkon's finest shipyard. Since the disappearance of Azalin, the future of his domain is uncertain. The dissolution of Darkon and creation of Necropolis, as citizens of the Core now call the land that was once Darkon, is one of several events causing the peaceful relations and steady trade to deteriorate.

A progression of political chaos began twenty-one years ago, when the half-Vistani sorceress Gabrielle Aderre murdered Lord Bakholis of Invidia. Without his iron fist keeping merchants in line, the nation quickly disintegrated as the nobles bickered about who would lead it.

Then, fourteen years ago, Duke Gundar of Gundarak was assassinated. Gundarak's territory was claimed by Strahd of Barovia, with the exception of the western most part of the country and Gundar's former seat of power (Castle Hunadora), which are now part of Invidia. The former Gundarakites are an oppressed minority in Barovia and a constant source of trouble for the burgomasters who handle the day-to-day rulership of the communities for Count Strahd.

A decade ago, the Grand Conjunction threw the land into turmoil, and the nations of Markovia and G'Henna vanished entirely. Because G'Henna imported a great deal of grain from both Darkon and Falkovnia, its disappearance was a blow to their economies. Further, the people of Tepest, blaming foul magic for the destruction of their neighbors, launched a fearful crusade against anyone suspected to be "fairy folk". Their crusade continues to this day, and Tepest is a dangerous place for both nonhumans and magic users of any kind.

Six years ago, trouble brewed in Invidia again: A violent despot known as Malocchio Aderre rose to prominence. Over the last few years, he has pulled Invidia together into a coherent nation through terror and force of arms. He has a rabid hatred of Vistani, and the cutthroats that serve as his army attack all Vistani caravans. Even more significantly, his forces have started to go after the Vistani in Barovia, Borca, and Sithicus, sometimes actually venturing deep into those other domains.

Ivan Dilisnya, commander of Borca's militia, has issued warnings to Malocchio Aderre that the next invasion of Borca will result in armed retaliation. It is quite possible that Borca's allies will somehow get involved in such a conflict. Further, rumors hold that the Vistani in Sithicus are under the personal protection of Lord Soth. If the Invidian raiders have incurred his wrath, armies could be amassing even now.

Finally, last year, a great explosion killed the entire population of Il Aluk. King Azalin has vanished, and some of the domain's more powerful denizens have claimed portions of Necropolis as their personal lands. Vlad Drakov attempted to take advantage of his neighboring domain's instability, attacking a mere two months after the destruction of II Aluk. However, he was again repelled by legions of undead. Grain production is down, causing food shortages in Lamordia and Dementlieu, and it appears as though Lord Drakov might be staging another invasion attempt.

As tension mounts among the leaders of the Core domains and war looms on the horizons, the commoners are starting to realize that their dreary existences may well become a lot worse.

The Domains in Detail

The following pages describe each domain of the Core. The first and second sections of this chapter detail (from west to east) the domains of the Northern and Southern Core, respectively. The third section describes the Western Sea, and the last section of this chapter contains information on the Eastern Sea. Each entry contains maps and basic information about the domain's cities, towns, geography, trade endeavors, people, encounters, and domain lord.

Cities and Villages: Whenever a population for a city or village is provided, the number includes only those who live within its limits. As a rule, an equal number of people reside in the immediate area surrounding the city. Villages housing fewer than one thousand people may not be shown on the maps.

Roads: The maps show only major roads, those which are heavily traveled or serve as trade routes. Most roads are not paved, but the locals try to keep them in good repair. Many crude paths and rugged dirt roads also crisscross the domains, leading to tiny villages and remote homesteads. The maps do not include these smaller byways.

Incidental Encounters: No meeting should happen by chance in a RAVENLOFT game. Horror requires a carefully structured sequence of events, and battling wandering monsters is merely a distraction. On the other hand, the Dungeon Master may wish to introduce a few incidental encounters with native creatures to establish setting and mood.

Each domain entry contains suggestions for what creatures might be used for these incidental encounters. Creatures other than those we suggest can be used as well, but they should be chosen to enhance the story and atmosphere, not just for their fighting abilities.

The Borders: Domain borders represent physical as well as political boundaries. Usually, the borders are open and indistinguishable to the average traveler. At the whim of the darklord, however, they may close and prevent escape. The method of closing varies from domain to domain. In some, the Mists rise, and those who attempt to leave simply find themselves back within the domain. In others, the land sprouts a wall of skulls or gives rise to an impenetrable barrier of fire. The common folk know of these strange phenomena, so most natives avoid settling too close to domain borders.

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