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Nosos

The Land: This is one of the foulest domains in Ravenloft. When the Mists arise in this domain, no one even notices; the smoke from the refineries and burning coal mines obscure them. Rotting compost, raw sewage, and huge mounds of trash choke the streets of the city of Nosos, which makes up almost the entire domain. Everything is coated with a yellow-gray grime, and hundreds of chimneys pump thick black smoke into the air around the clock.

The countryside around the town consists of more mounds of decaying garbage, including the bodies of many deceased citizens. A few walled estates contain the only green, garbage-free areas, but even there, the stench is impossible to escape.

Cultural Level: Renaissance.

The Folk: The six thousand inhabitants of Nosos are generally pale-skinned, blue-eyed, and light-haired. They are a scrabbling, miserable folk who care nothing for the lives of others, seeking gain only for themselves. They even occasionally pull cruel pranks simply for their own amusement.

One of the ways to climb socially in Nosos is to attend the masquerade balls held by the wealthy residents. Though only other rich folk are invited, the poor people often try to sneak into the parties. Usually, they are easily detected by their stench, but some actually bathe in order to pass undetected. The rich are extremely paranoid that the poor people are carrying an incurable, infectious plague.

The Law: The law in Nosos is dictated by the whims of the wealthy. The general state of the land is near anarchy. The poor folk keep to themselves, and the wealthy use them as the need arises. The bodyguards of the wealthy enforce the desires of their employers.

Native Player Characters: All player character races and classes allowed in Ravenloft are allowed here. Characters from Nosos have Only a 20% chance of being from the upper class, in which case they are extremely frightened of disease and must make a fear check (with a +2 bonus) whenever in close proximity with a sick individual. However, upper-class characters also receive double the normal starting money. Lower-class characters receive a -1 Charisma penalty, since the smell of rotting garbage still clings to them due to their poor personal hygiene. Because of their constant exposure to the unwholesome environment of Nosos, these lower-class characters are particularly resistant to diseases of all types. Thus, they receive a saving throw vs. poison with a +1 bonus when exposed to any kind of infectious substances, including bacteria and viruses.

Encounters: In the town of Nosos, characters will probably encounter giant rats, otyughs, rot grubs, and other disease-bearing creatures. Near the huge refuse piles outside of town, characters are likely to find cannibal zombies, carrion stalkers, and geists. Also, the town is home to a growing population of wererats.

Further Reading: Further details on Nosos and its lord are given in the Islands of Terror accessory.

Lord of Nosos

Malus Sceleris
1st-Level Human Fighter, Neutral Evil
Armor Class    9    Str    13   
Movement 12 Dex 15
Level/ Hit Dice 1 Con 13
Hit Points 14 Int 19
THAC0 19 Wis 15
No. of Attacks 1 Cha 20
Damage/ Attack 1d6 (short sword)
Special Attacks Disease
Special Defences Charm
Magic Resistance 20%

This recklessly handsome youth has short, neatly-trimmed brown hair and wears well-tailored, expensive clothing. He has a carefree manner and an easy, sometimes irritating, smirk which seems to mock the rest of the world.

Background: Malus Sceleris is the son of two druids, both of whom were sworn to protect the same region of forest. His mother died in childbirth, leaving the father to care for the boy. The life of a druid is sometimes harried, so his father seldom had time for Malus outside of discipline and instruction.

Malus grew to hate his father and even plotted to kill him, studying his texts for subtle and terrible murder methods. Not sure if poison would affect his father, Malus finally decided on disease. While his father was out defending the forest from brutal mercenaries and lumberjacks (hired by Malus), he infected his father's pallet with blankets that had been wrapped around lepers, the terminally ill, and dead bodies. When his father awoke the next morning racked with pain, Malus sat by to watch him die in agony. Malus then set about to destroy the forests.

Current Sketch: Even after murdering his father, Malus feels that he can never destroy enough of nature to sufficiently avenge himself. Still, after deforesting the entire area around Nosos, he could find little else to despoil. He now focuses on his extremely profitable coal mines and trade with other domains. Even though this domain is isolated by the Mists, merchants from this land seem to have no trouble finding their way to both the Sea of Sorrows and the Nocturnal Sea.

Malus Sceleris is fascinated with disease and is more knowledgeable on this subject than almost anyone else on the Demiplane. It is rumored that he fosters the diseases in Nosos in order to observe their effects on others. Some say that he even creates the diseases.

Closing the Borders: When Malus wishes to close the borders, great mounds of stinking, sliding garbage spring up around the domain. These putrid heaps, standing well over seventy-five feet high, prevent all sort of climbing, threatening to avalanche down upon those who try to climb them. Keen shards of debris inflict 1d6 points of damage for each foot climbed, slicing through even magical substances. Would-be escapees must make successful saving throws vs. spell with a -4 penalty or suffer the effects of the debilitating version of the cause disease spell. Those who actually reach the top are swept back down by brutal winds (no saving throw) and suffer 8d6 points of damage.

Combat: Malus has no spectacular magical powers, nor is he especially good at fighting. His only skills lie in his genius, his shrewdness, and his bargaining powers. When it looks as though combat is inevitable, Malus will use his charm ability. The victim must make a successful saving throw vs. spell with a -4 penalty or be completely in his thrall for 1d4 days. Though this power gives him blinding headaches for hours afterward, there is no limit to how many times he can use it. If necessary, he can also resort to his disease ability. This ability is similar to the clerical cause disease spell (debilitating), but five times as effective. The results begin to show immediately, and unless Malus allows it, they cannot be reversed except by a limited wish or wish spell.

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