This section contains information on Lamordia,
Dementlieu, Necropolis, Falkovnia, Keening, and
Tepest.
Lamordia
The Land: Lamordia is a coastal domain in the northwestern
section of the Core. A relentless, cold wind usually blows out of the northwest,
lashing Lamordia with its fury. In winter, ice
floes clog the harbors, and great frozen slabs rear up on the
rocky shore. It is not uncommon for Lamordia to be consumed
by a blizzard while Necropolis suffers only a drizzle and
Dementlieu's skies are clear. In late spring, Lamordia's roads
become rivers of deep, clinging mud. In the short, warm summers,
clouds of mosquitoes drift across the domain, plaguing
the deer and elk. A forested ridge called the "Sleeping Beast"
stretches along the eastern border of this domain, sheltering
Falkovnia from most of Lamordia's storms.
Lamordia reaches far into the Sea of Sorrows, and several
islands off the northern tip of the domain are included in the
lands controlled by Adam, the darklord. The Isle of Agony,
the largest of these islands, is his usual hideout.
During low tide in summer, a muddy causeway links the
islands to the mainland. At that time, it is possible to walk
the causeway, but progress is slow, and the mud can
swallow a full-grown man to his waist or deeper if he is not
careful. Seabirds add to a hiker's worries by diving,
harassing, and occasionally even attacking. When the tide is
high, water covers the causeway, but in winter, jutting slabs
of ice link the isles to the mainland. Still, to cross the ice
safely, travelers need ropes and ice picks.
Lamordia has two major settlements: Ludendorf and
Neufurchtenburg, each housing fewer than one thousand
people. As in other domains, travelers will encounter
isolated huts in the wilderness, but the region's harsh
conditions attract very few immigrants.
Lamordians are extremely fearful of the Isle of Agony.
Some claim it is home to a man-eating sea monster. Others
call it "the devil's domicile". No one, not even adventurous
young boys, will explore the island willingly.
Cultural Level: Renaissance.
The Folk: Lamordians are tall and fair skinned, with eyes
of blue or green and hair ranging from light blond to dark
brown. They favor dark, woolen clothing. These
independent, hardy folk have learned to withstand the
winters in good spirits. Blizzards may keep them indoors,
but snow itself is no hindrance. They travel on skis, sleighs,
and snowshoes.
The language of Lamordia is different than any other
spoken in the Core. The Lamordian spoken language is
similar enough to that of Dementlieu that it is easily learned,
but it is virtually impossible for a born and bred Lamordian
to speak Balok, the language of Barovia, without a heavy
accent.
Several trappers live in isolated areas of the domain, as
do a few miners, and some shepherds winter their animals
on the leeward side of the Sleeping Beast. However, most
Lamordians are craftsmen. They spend the winter months
carving furniture and building musical instruments. As soon
as the snow melts and the roads are passable, their work is
exported to other lands. The goods bring an excellent price,
a third of which goes to Baron von Aubrecker.
The Lamordian diet is rich in protein and fat. A special
pudding thickened with sheep's blood is a local favorite, and
goat cheese is a dietary staple.
Native Player Characters: Lamordia has no native priest
characters. Most Lamordians hold one of two viewpoints:
Either the gods created life and then withdrew from the
world, or gods are the manifestations of superstitious,
hopeful minds looking toward an external source for release
from their troubles. Lamordians always look for the down-to-earth
explanation. While the domain has churches and a
small clergy, none of these priests receive spells. Even they
assume that the gods have no care for the mundane
existence of humanity. Instead, they see their duty as
preparing the spirits of their parishioners for the afterlife.
All other classes allowed in the RAVENLOFT setting are
found here. Lamordian natives receive a free, crafts-oriented
nonweapon proficiency from the General list, and warrior
and rogue characters may devote weapon proficiency slots
to firearms.
Personalities of Note: The tragic Dr. Victor Mordenheim
toils endlessly in his castle, his family estate falling into
disrepair around him. Those who have managed to get
close to the doctor know that his wife was horribly mangled
many years ago when one of his experiments went awry. He
seeks tirelessly to cure her.
Baron von Aubrecker and the natives of Lamordia believe
the history of their land reaches back to the beginnings of time,
but until Dr. Mordenheim and his creation Adam became part
of the land, Lamordia did not exist in the Demiplane.
Schloss Mordenheim, the estate of Victor Mordenheim, is
north of Ludendorf, on the coast. The estate stands on a
cliff, which is dotted with small caves. In spring and
summer, the waves crash against the rocks below. Locals
avoid this place both because the manor has a reputation
for being haunted and because the doctor has a reputation
for conducting strange experiments and accidentally
allowing deformed beasts to escape from his laboratory.
Nearby residents tolerate the doctor, but they do not really
like him.
The Law: Baron von Aubrecker, an aristocrat whose
family has ruled Lamordia for as long as anyone can
remember, maintains his seat of power in a castle perched
on the Sleeping Beast, several miles south of Ludendorf. He
rules with a light touch, collecting taxes through the mayors
of Ludendorf and Neufurchtenburg, while otherwise allowing
them to rule the towns as they think best.
Von Aubrecker maintains a token army of 1st-level mounted
fighters, equipped with muskets and broadswords, near the
Falkovnian border. Monsters are few in Lamordia, and folk are
peaceful and law abiding, so Ludendorf and Neufurchtenburg
need only maintain small police forces. Whenever some
particularly violent or heinous crime is perpetrated, the people
often take justice into their own hands.
Encounters: Few monsters roam about in Lamordia. The
most common predators are wolves and bears, but they keep
to the heights of the Sleeping Beast. The most dangerous
encounters will be with flesh golems - escaped subjects of Dr.
Mordenheim's experiments. Character have a 25% chance for
an encounter once each day and once each night.
Further Reading: Dr. Mordenheim appears in the
adventure anthology Book of Crypts, and heroes can square
off against the doctor's most successful experiment and the
monstrous lord of Lamordia in the adventure module
Adam's Wrath. The tale of Mordenheim himself is revealed
in the novel Mordenheim.
Darklord of Lamordia
The darklord of Lamordia is Dr. Mordenheim's most
successful experiment in creating life thus far. The monster,
named Adam, shares his land and curse with Dr.
Mordenheim, although Adam is actually the domain's lord.
Adam
Flesh Golem, Chaotic Evil
Armor Class |
|
10 |
|
Str |
|
20 |
|
Movement |
|
15 |
|
Dex |
|
17 |
Level/Hit Dice |
|
12 |
|
Con |
|
20 |
Hit Points |
|
55 |
|
Int |
|
16 |
THAC0 |
|
9 |
|
Wis |
|
12 |
No. of Attacks |
|
2 |
|
Cha |
|
2 |
Damage/Attack |
|
2d8 |
Special Attacks |
|
Nil |
Special Defences |
|
Need +1 or better weapon to hit |
Magic Resistance |
|
25% |
The monster Adam is a patchwork of body parts from
different human corpses - each part perfect, the whole
grotesque. Large, raised scars crisscross his body and face.
This enormous, tremendously powerful man stands more
than seven feet tall.
Adam's pale, gray skin is too thin to conceal the play of
muscles and arteries underneath. His raven black hair flows
long and wild, and at the edge of his eyes and mouth, the
skin is bluish and shrivelled. Thin, straight, black lips frame
his perfect, pearly white teeth. His small, watery, blue eyes
seem loosely anchored in their sockets, barely covered by
his eyelids.
Background: Dr. Victor Mordenheim created Adam from
the parts of many dead men and gave him life. At first, the
creature acted childlike, but Mordenheim had unknowingly
infused it with an evil spirit. As Adam grew older, he
became increasingly cruel. Finally, the dark powers drew
Lamordia into the Demiplane of Dread when Adam
murdered the doctor's wife Elise, kidnapped their adopted
daughter Eva, and fled into the Mists. That night, he became
the true lord of Lamordia, and the land welcomed him.
Current Sketch: As the most powerful being in his domain,
Adam has complete control of its borders. He is not
Lamordia's political leader and is even considered to be
nothing more than a tale told to frighten naughty children.
Adam lives as a recluse, usually dwelling in a cave on the Isle
of Agony. He is immune to cold and needs little food or water
to sustain him. Hence, he can live as wildly and freely as an
animal. However, he does not want to be a beast; he wants to
be human. He is bitter and frustrated, and sometimes his pent
up emotions give way to violence and evil.
Adam despises Dr. Mordenheim but cannot bring himself
to harm his creator. The land has bound them together in
both body and spirit. The monster feels the doctor's physical
pain, and the doctor, in turn, shares the monster's eternal
anguish.
Closing the Borders: When Adam wishes to seal his
domain, a driving blizzard hurls back any who attempt to
leave. These frigid storms have been known to rage even at
the height of Lamordia's short summer.
Combat: As the true lord of Lamordia, Adam has been
granted many powers by the land. He is immune to natural
cold and electricity, but suffers half damage from magical
attacks of this type. Other damaging spells harm him
normally. He absorbs spells that do not cause immediate
damage, using their energy to regenerate hit points (1 point
for each level of the spell). Adam is also immune to normal
weapons and physical attacks. Only magical weapons can
harm him.
The monster resembles neither a common flesh golem nor
a lumbering dolt with neck bolts. He is extremely nimble,
swift, and clever, using the terrain to superb advantage. He is
also willing to retreat if danger is present, allowing the land
and its shadows to conceal him. Time is meaningless to
Adam, and he can always return another day.
The monster prefers guerilla tactics over full frontal
assaults. Like a thief, he can hide in shadows and move
silently with an 80% chance of success. He can also detect
noise and climb walls with the same odds. While moving
silently, his movement rate is halved. If his magic
resistance blocks an opponent's spell, he may pretend that
the spell has worked, using the falsehood to position
himself for an escape or surprise attack. However, he has
only a 50% chance of knowing which spell has been cast
upon him.
Adam is tightly linked to his creator, Dr. Mordenheim. He
can feel any pain inflicted on the doctor, though it does not
affect his ability to fight or move.
Victor Mordenheim
0-Level Human, Lawful Evil
Armor Class |
|
10 |
|
Str |
|
10 |
|
Movement |
|
12 |
|
Dex |
|
17 |
Level/Hit Dice |
|
0 |
|
Con |
|
9 |
Hit Points |
|
55 |
|
Int |
|
18 |
THAC0 |
|
20 |
|
Wis |
|
7 |
No. of Attacks |
|
1 |
|
Cha |
|
12 |
Damage/Attack |
|
By weapon |
Special Attacks |
|
Nil |
Special Defences |
|
See below |
Magic Resistance |
|
Nil |
Mordenheim, a scientist and surgeon, appears to be
thirty-four years of age. He is six feet tall and has a wiry, if not
athletic, stature. His sharp, pronounced features belie an
aristocratic background. Though his face is still relatively
young, an intense obsession with his work has grayed his
hair, so only a few streaks of the original brown remain. A
meager diet and reclusive lifestyle have left his skin pale.
His blue eyes are tired and muddied, rarely blinking, and he
has a constant preoccupied look about him.
Tension plagues Dr. Mordenheim. His tight facial muscles
sometimes twitch, and his lips never relax in a smile. The
tendons on the back of his hands are taut and raised, and
the thin dry skin covering his knuckles is as white as the
bones below. He is a man on the edge, but even when
extremely agitated, he never loses his temper.
Mordenheim has a distinguishing scar and two small
deformities. A fall from a tree at age five left a scar on his
forehead that is still faintly visible today. Also, his left
earlobe is missing due to another childhood mishap. At the
age of ten, he was attempting to perform simple
exploratory surgery on his father's favorite hound. The dog,
not fully drugged by the bowl of wine that young Victor
provided, retaliated the moment its skin was cut. Victor's
father refused to have the boy's dangling earlobe
reattached. Instead, he instructed the family doctor to
remove the lobe completely as a lesson to the little
surgeon. At the age of twenty-three, Mordenheim
accidentally severed the tip of his own left ring finger when
using a surgical saw - a mishap for which he chides himself
to this day.
Dr. Mordenheim wears only simple, practical brown
woolen suits, never any of the frills or embellishments
others of his social status might acquire. In his lab, he dons
a surgical gown to protect his garments from blood and
other fluids. He wears no jewelry other than a ring with his
family crest and a gold watch that was given to him by his
wife.
Background: Mordenheim is a gifted scientist and
surgeon who became obsessed with the pursuit of
knowledge at an early age. While other boys played make-believe,
Victor studied the sciences, both modern and
arcane. He disdained magic, however, deeming it "a
diversion from Truth".
At age twenty-one, Mordenheim married Elise von
Brandthofen, much to the surprise of his family and his
handful of friends. Were it not for Elise's own persistence,
he would never even have met, much less married, her. She
was an unusual and intelligent young woman who shared
his interest (though not his passion) for chemistry.
Unfortunately, she was barren and could not give him
children.
Only a few months after marrying Elise, Victor began his
research into the resurrection - or more appropriately, the
creation - of human life. Thirteen years later, he
accomplished his goal and created a monster. Still,
although Mordenheim discovered virtually every piece of
the puzzle he pursued, the actual spark, the true wonder,
was not of his own accomplishment. He was dabbling in the
work of gods, and the gods, in turn, dabbled in his.
Mordenheim neither worshiped nor believed in any power
higher than man. He was a learned atheist who accepted
only that which could be proven. If he revered anything, it
was knowledge. At other times, the gods might have
tolerated such blasphemy, but Mordenheim had become a
festering sore to their sensibilities. So fierce became his
desire to create life, so strong his denial of their existence,
that the gods decided to grant his wish. They imbued his
foul corpse with a twisted, troubled soul, rife with evil intent.
On the night the monster first drew breath, Ravenloft's
misty fingers began to tingle with anticipation. In the
months that followed, they settled into the soil about
Mordenheim's castle, until at last they rose from the earth
and surrounded it in a kind of deathwatch. When all hope of
Mordenheim's redemption was past, the Mists withdrew
from that primal realm, taking with them the castle and all
the players in Mordenheim's deadly plot.
Victor delighted in his creation, regarding "Adam" as the
child he and his barren wife could never have, but Adam
showed an unnatural affection for Elise that terrified and
repulsed her. Even when, two years after Adam's creation,
Victor introduced a playmate to his creation (a seven-year-old,
half-starved orphan whom he had found in an alley
near Ludendorf's docks), the situation did not improve.
Adam seemed jealous of the attention young Eva (as
Mordenheim had named her) received. Such was his
antagonism toward the girl that Elise threatened to leave
her husband and take Eva away if his attempts to
encourage Adam's "social adjustment", using Eva as an
experimental tool, were not stopped.
An ordinary man might have heeded the pleas of his
wife, but Victor was drunk with the power of his newfound
knowledge. His attempts to socialize and educate Adam
continued.
One night, Victor's world came crashing down upon him.
Awakened by screams, he rushed to Eva's bedroom, only
to find the girl missing and his wife in a crumpled heap
beside the bed. Looming over her was the monstrous
Adam, holding a bloody scrap of Eva's nightgown. Then,
with a furious roar, Adam disappeared into the misty night.
Elise was still alive - but just barely. It was clear she
would die within the hour unless drastic measures were
taken. Now Dr. Mordenheim faced a new challenge:
maintaining the spark of life in the woman he loved.
Victor worked feverishly, trying to restore Elise to health.
Despite all his efforts, he was barely able to keep her alive.
She remained little more than a ragged corpse, in need of
ever more complicated machinery to sustain her.
Current Sketch: To the local inhabitants, Dr. Mordenheim
is a fiendish madman who conducts unholy experiments in
a castle by the sea. They fear him and credit him with
powers he does not actually possess. They also credit him
with crimes he does not commit. It is true, however, that he
robs the graveyards and haunts the hospices in search of
newly-dead, feminine bodies. He has, perhaps, even
arranged a gentle death or two, using poisons that cause no
pain and leave nary a trace. Still, he does not kidnap
specimens that are yet warm. That, unknown to most of the
populace and even Mordenheim himself, is the work of his
brainchild, the monster he named Adam.
Mordenheim's days (and many of his nights) are still
devoted to his science, but he no longer seeks to revive the
dead. He seeks to restore the living. Elise - or what is left of
her - still breathes in his laboratory. Compelled by remorse,
and what must truly be madness, he intends to provide her
with a new body that all but surpasses perfection. She has
regained consciousness only twice since her fateful
encounter with Adam. In those brief, moments she cried out
for her adopted daughter Eva (whom the monster kidnapped
after he attacked Elise) and begged Victor to release her
from torment. Her heart continues to beat, but not of its own
accord. She lives solely through the intervention of
Mordenheim's contraptions. Thanks to the dark powers, he
has been striving to revive Elise for centuries now, something
which the Lamordians seem strangely unaware of. It is as
though they don't notice that Mordenheim remains in his
thirties while generations come and go.
Since his creation of Adam, Victor has never again truly
revived the lifeless or completely reconstructed the
hopelessly maimed. While he has been able to construct
several lesser beings - twisted and stupid flesh golems - he
has not been able to match the success he had with Adam,
nor has he been able to create the vision of loveliness he
wants to build for Elise. Without the intervention of the
gods that spurn him, he never will. Perhaps some part of
him knows this, but in his endless quest for perfect parts
and his eternal wait for the perfect moment, he is able to
deny the truth: His work is a failure, Elise is gone from him
forever, and he is as much her murderer as the wretch who
struck her down.
Combat: Dr. Mordenheim is not likely to start a fight. He
is a surgeon and has no weapon skills. However, his link to
the monster has given him a strange defensive ability. He
cannot die unless the monster dies. In fact, he has the hit
points of the monster, and his body will similarly
regenerate from the slightest piece of flesh. Meanwhile, the
pain from his wounds is simultaneously felt by the
monster. If Mordenheim's body disintegrates completely,
his spirit will seek out the fresh corpse of another human
male. Within a week, the new body will change to look just
like Dr. Mordenheim.