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.