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Borovia

The Land: Barovia rests in the Balinok Mountains. Through the long winters and even into late springs, the peaks are capped with snow and ice. The two highest summits, Baratak and Ghakis, steeply rise to over ten thousand feet. In the summer, snows slip from their granite crags, but the lofty pinnacles stay icy year-round. Only Baratak and Ghakis reach above the tree line; the other twisting ridges are densely forested. The terrain is rough, with frequent outcroppings and small, sheer cliffs. Only the areas surrounding the village of Barovia and the valley of Lake Zarovich are easily traversable.

Barovia's dales begin to green in late spring, and aspens, firs, and pines fill the valleys. Glittering streams twist through the steep, spongy meadows, eventually merging with the Musarde. The Svalich woods surround Count Strahd von Zarovich's castle and the village of Barovia, the sea of trees bleeding into valleys farther east. The Tepurich Forest fills the western valleys

The Old Svalich Road, one of the two regularly traveled routes through the Balinoks, crosses the Barovian domain. The road leads to two major settlements: Vallaki, between the two large peaks, and the village of Barovia, farther east. Vallaki (population fifteen hundred) lies on the southern shore of Lake Zarovich, Barovia's largest lake. Its inhabitants are mostly fishermen, but an equal number of farmers and herders live in outlying plots around the lake. The farms are small affairs, most of them terraced on hillsides. Orchards of hardy Barovian apples form drifts of pink and white blossoms in the spring. Plums, used to make the brandywine tuika, also grow in the valley.

East of Vallaki, the Old Svalich Road climbs a pass, twisting wildly to ease the ascent. From the vantage of the pass, travelers can observe the road as it leads to the village of Barovia. Natives have nicknamed this route the "Devil's Descent".

The village of Barovia and Strahd's castle lie in a valley, surrounded by a rim of dense fog. This fog, ranging from two hundred to five hundred feet thick, is one the domain's most deadly features. The vapor infuses itself around a character's vital organs and acts as a latent poison. It does not harm its victims as long as they remain within the ring of fog, but it kills characters who attempt to leave this small area, passing through the fog without the Count's express permission (and antidote). The Vistani have the antidote and will transport people safely through the choking mists - for a price. However, they never assist anyone without Strahd's approval.

Once inside the ring of fog, the road crosses the River Ivlis, following the river's course toward Barovia. Castle Ravenloft, Strahd's home, is perched on a one-thousand-foot precipice north of the road, brooding over the village.

Over five hundred people inhabit the village of Barovia. The buildings are well-built timber and plaster constructions of two or three stories. Many are even whitewashed. The eaves are often adorned with floral or geometric patterns in yellow and red. A few farmers work the soil surrounding the village, growing mainly potatoes, turnips, and cabbage. Shepherds live outside the ring of fog, tending their animals as best they can. At night, the villagers sometimes hear one of the poor beasts screaming as a wolf takes it down.

South of the Luna River, Barovia lowers to foothills. Several rivers and streams flow through these hills, continuinwest to join the Musarde River in Invidia.

The majority of the inhabitants in this part of Barovia are ethnic Gundarakites, citizens of a domain that no longer exists. They outnumber the Barovians but are essentially kept in an impoverished state by unreasonable laws and excessive taxes. Farmers and herders predominate this area, although craftsmen are found in the towns of Teufeldorf (which has three thousand inhabitants) and Zeidenburg (four thousand inhabitants). At one time, Zeidenburg's weaponsmiths were renowned for their skill. Since the city was annexed by Barovia, however, it is illegal for Gundarakites to possess or even make weapons larger than daggers.

Cultural Level: Medieval.

The Folk: There are three distinct ethnic groups in Barovia: Barovians, Gundarakites, and Vistani (who have their only permanent camp here).

Barovians tend to be thick and stocky, with broad shoulders and sturdy hips. Most of them have brown or black hair, but occasionally a dark-eyed blonde is born. The women wear their hair long and loose as a rule, though girls may braid it. Married women always cover their heads with kerchiefs. Most Barovian women dress in dark clothing at all times, as it is their custom to wear black for five years when even the most distant relative has died. The men, in contrast, wear white shirts and embroidered sheepskin vests, donning a black arm band only when an immediate family member passes away. Barovian males often wear droopy mustaches. Though bachelors usually have beards, the older men tend to shave.

In the wake of the Grand Conjunction, Strahd ordered the militias of Barovia's villages to invade Gundarak and take control of its settlements, making the Gundarakites citizens of Barovia. Gundarakites are similar in appearance to Barovians, but their women tend to favor more colorful garb. Unmarried Gundarakite women always keep their heads covered. This leads to frequent, and sometimes bloody, misunderstandings between young Barovians and Gundarakites.

Their different religious beliefs cause an even more severe delineation between Barovians and Gundarakites. Except when conducting funerals, Barovians do not frequent churches. Even weddings are held at village inns. This is primarily because whenever an optimistic young couple would schedule a church wedding, the bride would invariably vanish the night before, only to be found dead a few days later, her body battered and her throat torn open as though by some wild beast. These events and the continuing evil of their tyrant lord have led them to believe that either the gods have abandoned them or are punishing them unjustly for the crimes of their ancestors. Consequently, though each village has a temple or church building, it usually lies in disrepair.

Gundarakites, on the other hand, are very religious. Cinder Gundar, they primarily paid homage to a deity known as Nerull, but since their subjugation by the Barovians, a new faith is gaining popularity. A small Barovian cult, known as the Children of the Morninglord, bases itself in Vallaki, where they maintain a shrine in a decaying church. The members of this faith are awaiting the day when the Morninglord, a being with golden skin and hair of fire, steps out of the Mists and banishes darkness and suffering from the world. The Qundarakites, who briefly knew freedom immediately following the death of Duke Gundar, find this an appealing belief, even if the Barovians do not.

The final difference between Barovians and Qundarakites is one of language. Barovians speak Balok, a language full of unusual consonant combinations, while the Gundarakites speak Luktar, a sing-song language of soft, lilting sounds that Barovians find hard to master. There is only a 10% chance that an individual from one of these ethnic groups speaks the language of the other group, while there is a 20% chance per individual to speak the language of another Core domain. Barovians are currently trying to force the Gundarakites to speak the "civilized" Barovian tongue at all times. This law would join others that the boyars have recently agreed upon, including those that prohibit Gundarakites from purchasing any lands beyond what they currently own, living north of the Luna, and owning boots or large weapons.

The third ethnic group of Barovia is the Vistani. The Zarovan Vistani maintain a permanent camp at the base of Castle Ravenloft, near a pool formed by the river Ivlis. Most Barovians consider them to be amoral thieves, though they still conduct trade with them and pay to watch their shows. However, Vistani are not often allowed to loiter within town limits.

Strahd allows the Vistani great freedom in Barovia. They offer him information about his land and the rest of the Demiplane. In exchange, he grants them safety within his domain. Anyone who encounters a Vistana in Barovia can be sure that Strahd will know of the meeting within a day. Likewise, anyone who harms a Vistana within Strahd's domain is sure to incur his wrath. Many a Barovian bigot has discovered this fact; the lord does not mind the villagers discriminating against the Vistani, but whenever that discrimination crosses the line to physical violence, the penalty is death. Some even speculate that Strahd and the Zarovan Vistani have a familial connection; the similarities between "Zarovan" and "Zarovich" are hard to miss. However, no scholar has uncovered any such evidence, nor has anyone dared to ask the darklord or the Vistani.

With the exception of the Vistani, the people of Barovia bear the burden of Strahd's yoke every day, so they tend to be surly or gruff. They keep to themselves and try not to cause problems, because troublemakers tend to end up dead - or worse. Most of all, the people of Barovia dread the night. Before the sun sets, all natives are in their homes, with every entry barred and sealed. Neither pitiful begging nor chilling cries of agony will open their doors after nightfall. These folk do not emerge from their homes until the sun has cleared the mountains to the east.

The Law: Count Strahd von Zarovich rules this land. He has lived much longer than any man should, and it is widely recognized outside Barovia that Strahd is a vampire. However, natives of Barovia still believe he is human. They call him the "devil Strahd", but that refers to his personality, not his species.

Strahd is a cruel tyrant, but fortunately, he rules from the shadows. He rarely appears in public, though rumors of his "visits" are common. Strahd does not govern as would a king or prince. He makes few formal commandments, and he does not even collect regular taxes. The latter task is performed by the few boyars (landholders) and burgomasters (mayors) of Barovia, who are also responsible for maintaining the town militias. Still, like the peasants, the boyars and burgomasters bow to Strahd. The lord takes what he wants, be it gold, labor, or lives. On rare occasions, Strahd has established laws. The most notable of these states that anyone who enters his castle uninvited will be put to death. Of course, many invited guests have suffered the same fate.

Native Player Characters: Players can choose to be either Barovians, Gundarakites, or half-Vistani. Any class allowed in Ravenloft can be found in this domain, although wizards are extremely rare. The only spellcasting priests of this land belong to the Cult of the Morninglord. They have major access to the spheres of all, elemental, healing, and sun and minor access to the spheres of combat, wards, and weather. The priests of Nerull do not receive any spells.

Barovians have an irrational fear of the dark. A Barovian character must make a successful fear check before he can go outside between sundown and sunup. However, Barovia is a hotbed of superstition, and all Barovians have a base 5% chance of knowing something about a supernatural creature's weaknesses or vulnerabilities. (For example, if a party is being pursued by an elf vampire, any Barovian in the group has a 5% chance to know that flower petals can ward off the creature).

Gundarakite characters are so used to being oppressed that they must make a Wisdom check whenever faced with an authority figure. If the check fails, the character leaps to obey the order blindly. (However, he will not necessarily place himself in harm's way or attack his own party members). On the other hand, the long-suffering Gundarakites have acquired a keen sense of how to deal with their "betters". Gundarakite characters gain the etiquette nonweapon proficiency without needing to devote a slot to it.

Rules for playing half-Vistani characters are presented elsewhere in this volume.

Personalities of Note: Jezra Wagner, the Ice Queen, a spectre forever seeking the warm embrace of the living, haunts the slopes of Mount Baratak. Her story is detailed in RAVEHLOFT Monstrous Compendium Appendices I & II.

Additionally, a young firebrand by the name of Ardonk Szerieza has begun to agitate the peoples of Zeidenburg and Teufeldorf against the boyars. He claims that the Gundarakites had more freedom under Duke Gundar and says that they could return to that state if they support the rebels who seized Castle Hunadora.

Encounters: Adventurers who linger or wander carelessly through Barovia are bound to meet up with several different kinds of creatures. Wildlife thrives in the woods - especially deer and rabbits - and songbirds flit through the trees. Rats, which replace the usual peeping rodents, are strangely abundant. Common predators include the wolves that thickly infest the forests and small, black bears. Ravens and hawks cross the skies by day. At night, owls and huge flocks of bats take wing. Some more sinister creatures prowl the countryside as well, particularly in the woods near Strahd's castle. Foremost among these are Strahd's horrifying zombies.

During the day, characters have a 20% chance for an encounter with a native Barovian creature. By night the chance rises to 33%. These percentage chances apply only to the villages and countryside. Intruders who spend time in or around Castle Ravenloft can expect to encounter virtually any form of undead except liches, which are not tolerated by Strahd.

Further Reading: Strahd and the land of Barovia are featured in the novels Vampire of the Mists, Knight of the Black Rose, and I, Strahd. Additionally, Strahd's castle is presented in minute detail in the adventure House of Strahd. More information about the Zarovan Vistani is contained in Van Richten's Guide to the Vistani.

Darklord of Barovia

Count Strahd von Zarovich
Ancient Vampire
16th-Level Necromancer
Lawful Evil

Armor Class    1    Str    19   
Movement 12, Fl 18(C) Dex 16
Level/ Hit Dice 16/12 Con 17
Hit Points 62 Int 18
THAC0 10 Wis 17
No. of Attacks 1 Cha 16
Damage/ Attack 1d6+7 (Strength bonus) or by weapon
Special Attacks Charm gaze, energy drain, spells (6/6/6/6/6/4/3/2)
Special Defences Contingency spell, vampire abilities
Magic Resistance 20%

Strahd is a tall man at just over six feet tall. His body is lean and hardened from long years as a warrior. His gaunt face has strong features and prominent cheekbones. His eyes are dark and hypnotic, like deep pools with subtle reflections of red light, but when he is aroused or enraged, they burn like redhot coals. His skin is usually pale, but it becomes flushed with each feeding and retains its healthy color for several hours.

When he became lord of Barovia, Strahd's ears developed points, like the ears of an elf. The deformity is subtle, however, and he can readily disguise it by combing his hair over the tips. In order to explain them, he sometimes claims to be a half-elf, but this is untrue.

His fingers are elongated and thin, with long, sharp nails. If he wishes to conceal the nails, he wears soft, gray, lambskin gloves. Like most vampires, his fangs are not obvious unless he wants them to be noticed. He can speak and even yawn without attracting undue attention. However, when he is attacking, the fangs lengthen until they protrude over his lower lip.

Strahd tends to wear black with touches of white and red. His clothing style is the tailored, layered look common to Barovian nobles. He also wears a large red stone on a heavy gold chain around his neck.

Background: Strahd calls himself the "first vampyr", but the claim seems unlikely, given the diversity of these creatures. Still, he was certainly the first vampire in Ravenloft. The details of his story are set down in the Tome of Strahd, presented in the chapter The History of Ravenloft.

It is not known exactly how or why Barovia entered the Demiplane of Dread - whether it was Strahd's pact, the murderous rampage, or a curse on the land of Barovia itself. Perhaps it was a combination of all three. Nonetheless, Barovia did enter the Demiplane and was the first domain of what became the Core.

In time, the land changed to reflect Strahd and his curse. Barovia expanded, encompassing several valleys in the Balinok Mountains. A ring of choking fog encircled the town of Barovia and Castle Ravenloft, and Strahd's control over the creatures in Barovia grew even stronger.

Prior to his fall from grace, Strahd had been a mage of mediocre skill. After his transformation, he dedicated himself to death, becoming a powerful necromancer. (He had little else to do with his time, being trapped in Barovia.) He explored his vampiric nature and powers. In 470, a band of Vistani, led by Madame Eva, entered Barovia. She and her kind had a natural resistance to the powers of the land, and Strahd was in awe. Eventually, Eva and Strahd struck a deal. Strahd would keep them from harm (his own) if they would agree to search for a portal that would release him from the Demiplane. Strahd even gave Madame Eva the secret to counteracting the effects of his deadly fog.

In 542, Azalin the lich entered Ravenloft. Reluctantly, he agreed to serve the vampire lord. Strahd required two things of the lich: that he teach the vampire great magic and that he use his powers to find an escape from Ravenloft. Eventually Azalin became lord of Darkon, which was recently transformed into the domain of Necropolis. The lich's hatred for Strahd is unending, and he very nearly managed to destroy the vampire in 740.

Aside from that near catastrophe, the years have passed and Barovia still stands. In the wake of the Grand Conjunction, Strahd found himself lord over the Gundarakites (subjects of a previous rival, Duke Gundar), and he has been encouraging the Barovians to subjugate them.

Current Sketch: Strahd is a ruthless, cold, calculating genius. Everything he does is for some ultimate goal. Strahd also never takes anything at face value. He always has a contingency plan (or two) for any situation. As an undead creature, time means nothing to him. He is more patient than any mortal. He always plays his cards close to his chest. His plans should usually include anything the players may think up, and he never gives away hints or clues.

He has only two weaknesses. First, he has been powerful for so long that he underestimates the abilities of normal humans. He is definitely egotistical, though he does not often let foolish pride endanger him. It does not bother him in the least to retreat before an opponent.

The second weakness is his eternal love for Tatyana. Her body was never found after she plunged from the tower battlements of Castle Ravenloft, and through the years there have been repeated sightings of women who so closely resemble Tatyana that they could only be her reincarnations. Finding one of these women, obtaining her, and finally winning her love is Strahd's obsession. Strahd would do almost anything to regain Tatyana. He will not act blindly or foolishly for her, but he is willing to take calculated risks. She alone can bring emotion to his soul.

Strahd maintains relations with the Vistani and a few of the other domain lords in Ravenloft, but he treats them like pieces on a chessboard, to be manipulated toward his goals. The Vistani are his primary source of information from other lands, but they also conduct trade and make purchases for him. He cares nothing for his descendants, servants, or minions.

Closing the Borders: Strahd is able to cause the choking mist around his castle and the village of Barovia to spread out over the entire domain. The vapor infuses itself around a character's vital organs and acts as a latent poison. Once a victim has breathed this fog, he can never leave Barovia without Strahd's express permission (and antidote). If a character attempts to leave, he begins to choke. For each hour he spends outside the ring of fog, he loses a point of Constitution. When the victim reaches 3 points, he falls unconscious. Each point lost below that requires a saving throw vs. death magic, failure indicating death. No known spells or magical items can prevent or otherwise affect the poison. If the saving throw at 0 Constitution is successful, the character has fought off the poison. He recovers one point of Constitution per day and regains consciousness upon reaching 3 points again.

Combat: Strahd is a formidable foe. He has all of the common vampire abilities such as draining levels by touch, charm by gaze, etc. (see the MONSTROUS MANUAL tome). As a vampire who is over four hundred years old, however, he is considerably stronger than his common cousins. He is immune to garlic, holy symbols, and mirrors. (He may still be turned by powerful priests and does not cast a reflection, but the mere presence of a holy symbol or a mirror does not bother him.) He can withstand up to ten rounds of sunlight without suffering damage, although the eleventh round would destroy him.

Any victim of his charm gaze must make a successful saving throw vs. spell with a -4 penalty or fall under his power. He may even charm victims in a similar fashion with his voice alone.

Weapons must have a +2 or greater magical bonus to harm Strahd. When he wields a weapon himself, he is not restricted to his character class of necromancer. As a vampire, he can wield any weapon. His high Strength gives him a +4 bonus to attack rolls and a +7 damage bonus. He also regenerates 4 hit points per round, up to his maximum.

Strahd has many types of minions, which he can mentally summon at any time. These creatures arrive in 2d6 rounds. He can summon 1d 10x10 bats or rats, or 3d6 worgs. The bats cannot attack, but they do confuse, obscure vision, and foil spellcasting. He can also summon 1d10 Strahd zombies or 2d10 Strahd skeletons (see the Ravenloft Monstrous Compendium Appendix III). Strahd zombies and other undead created by the Count tend to be very difficult to turn and are treated as having one more Hit Die than their type would normally indicate.

As a master vampire, Strahd has created other vampires, most of them female. It is his habit to destroy these lesser vampires after a year or so. He cannot allow too many vampires to prey on the populace or plot to overthrow him.

Unlike other creatures of his type, Strahd does not need permission to enter any home or building in Barovia. In a sense, Strahd is the land; his bond is so tight that he needs no invitation to explore his own domain.

As lord, he can even control many inanimate objects in Barovia. For example, it is known that he can open and close the two main gates on the Old Svalich Road merely by thinking about it, no matter where he is at the time. He has a similar power over the main entrances to Castle Ravenloft. He can sense the passage of any thinking creature through these gates. Once the creatures have passed through the gate, however, he loses track of them. (Anyone entering from the Mists does so without his knowledge.) He also has a horsedrawn carriage that travels the roads of Barovia, unmanned, at his whim. Strahd can sense the presence of thinking creatures near the carriage and knows whether or not they are inside it. He cannot read their minds or tell anything about them, however. The full extent of Strahd's power over objects is not known. It may be that these powers change to suit the whim of the dark powers. On the other hand, Strahd may have such control over all his direct possessions.

During daylight, Strahd falls into a coma and appears dead to all normal or magical tests. He can sleep anywhere within Barovia and recover lost hit points. He prefers coffins, but any resting place free of sunlight will do.

Today, Strahd is an accomplished 16th-level necromancer. (In life, he was merely a 5th-level mage.) The Demiplane converted his skills to necromancy, and his skills have steadily grown.

Strahd keeps a contingency spell active at all times. It states that when he is exposed to paralyzing or destructive light, he is instantly teleported to a secret coffin hidden in a cave in the mountains. There, he can heal until he is ready to seek vengeance.

Magical items are rare in Ravenloft, but Strahd has a small collection. His most prized item is a crystal ball. With it, he monitors his domain, as well as many events beyond his borders. The bloodstone pendant Strahd wears is an amulet of proof against detection and location. He also wears a cloak of protection +2. On his left hand is a ring of fire resistance. Stored away in his armory he also has a sword +7, +2 us. magic-using and enchanted creatures.

Spell List: 1st level - affect normal fires, burning hands, comprehend languages, dancing lights, hold portal, magic missile, protection from good, read magic, shocking grasp, unseen servant;
2nd level - alter self, darkness 15-foot radius, ESP, fog cloud, invisibility, knock, locate objects, spectral hand, stinking cloud, Strahd's baneful attractor, vocalize;
3rd level - augment undead, dispel magic, explosive runes, feign death, fireball, ground fog, gust of wind, hold person, lightning bolt, nondetection, tongues, vampiric touch;
4th level - contagion, corpse whisper, detect scrying, dimension door, enervation, eyes of the undead, ice storm, mimic mortal, neverending nightmare, polymorph other, polymorph self, rain of terror, solid fog, suppress lycanthropy, wall of ice, wizard eye;
5th level - animate dead, avoidance, feign undead, magic jar, pass wall, sending, soul anchor, stone shape, Strahd's malefic meld, summon shadow, telekinesis, teleport, wall of stone;
6th level - antimagic shell, contingency, control weather, death spell, guards and wards, invisible stalker, stone to flesh;
7th level - delayed blast fireball, finger of death, force cage, limited wish, misty summons, spell turning, Strahd's frightful joining;
8th level - clone, maze, symbol.

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