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The Eastern Sea
This section contains information on the Nocturnal Sea, some of its major islands, and Vechor. The Noctural Sea The Land: The Nocturnal Sea is a frigid body of water east of Nova Vaasa and Necropolis. Until three years ago, it was completely hidden by the Mists that surround the Core, although daring ships had been setting out from Egertus since shortly after the Grand Conjunction. Still, even before the Mists retreated, several islands were discovered, and new islands are actually being discovered in the Nocturnal Sea continually. Although the Nocturnal Sea is no longer hidden, it is still hazardous to navigate. Perpetual cloud cover hangs over the dark, choppy waters; no sun, moon, or stars ever penetrates these clouds - although some of the islands enjoy sunny days. At night, the sea is plunged into an inky blackness that seems to dull the infravision of the demihuman races. Sailing the Nocturnal Sea is even more dangerous than the Sea of Sorrows. The clouds make navigation all but impossible for ships that do not carry magnetic compasses, and banks of fog rise from the cold waters almost without warning, completely engulfing vessels and causing them to lose their way. Further, jagged rocks hide beneath the waves near virtually every island, and sometimes in what appears to be open water. The skeletons of great ships mark the locations of some of these hazards while others remain undiscovered. Nonetheless, the lands in the Nocturnal Sea have all proven either interesting or profitable enough to spur both the adventuresome and greedy to keep looking for new lands across the sea and in the Mists. Some explorers believe they have found the eastern shores of the Nocturnal Sea with the domain of Vechor, but others maintain that Vechor is just another large island. Others claim that the sea has no boundaries, and that if a brave sea captain plots a straight course east into the Mists, he will eventually emerge in the Sea of Sorrows. However, no captain who plies the Nocturnal Sea is known to have attempted this, and certainly no one is known to have succeeded. Most consider the idea wishful thinking on the part of the merchants in Martira Bay and along the Core's west coast, since more islands with inhabitants willing and eager to trade have been discovered in the Nocturnal Sea in a few short years than have been discovered in the Sea of Sorrows for a century. Among the most noteworthy islands discovered so far in the Nocturnal Sea are the following: Graben Island - Located about seventy-five miles off the coast of Arbora, Graben is the second largest island in the Sea of Sorrows. It is home to four villages and ruled by a family of nobles who share their name with the isle. The largest village on the island is the village of Graben, which boasts about one thousand people. The other settlements are home to roughly three hundred each.Native Player Characters: There are no native player characters from the Nocturnal Sea, though they can be from individual islands. Encounters: There are several monstrous denizens of the Nocturnal Sea. Among these are bowlyns, reavers, and sea spawn, all of which are detailed in the first three RAVENLOFT Monstrous Compendium Appendices. Other encounters vary by island. Further Reading: The darklord of the Nocturnal Sea, Meredoth, is detailed in the adventure module Ship of Horror.
Meredoth
Meredoth is a wizened old mage who stands just over six feet tall. He has piercing, cloud blue eyes, and flowing, frosty-white hair, beard, and mustache. His skin is pale and always cold to the touch. His long fingers end in twisted, dawlike nails that have a purplish tint, like that of a corpse. He typically wears black or purple woolen robes. Background: Meredoth lived on the world of Mystara (from the MYSTARA campaign setting). There, he was granted a barony in the Alphatian province of Norwold. Meredoth was not much of a ruler. He accepted the land grant because he knew Norwold was a wild and untamed land and assumed that he would be able to work on his spell research undisturbed. He settled on an island off the coast of his territory and ordered his retainers to deal with establishing suitable colonies for Alphatian immigrants. The first winter in Norwold was harsh, and Meredoth lost many of his retainers. However, it was a small matter to simply animate them and use them for menial tasks such as clear-cutting. Meredoth's chief retainer, however, objected to this, so the mage killed him as well. As an increasing number of his retainers and the immigrants arriving from Alphatia sought audiences with the baron, Meredoth found less and less time for his magical studies. He knew he could not kill everyone, so he devoted time to their petty concerns. However, what time remained for his research was devoted to a way to improve both retainers and colonists so that they would not constantly bother him with such concerns as defense of the settlements and food shortages. In the dead of winter, two years after Meredoth had been made a baron of Norwold, he discovered the solution. It could not have come at a more opportune time, because the colonists were all on the verge of dying from starvation. He poisoned them all and made them into unique zombies that retained their former intellect while making them slavishly loyal to their master. The colony would continue to exist, but there was no need for food, and no one would ever bother Meredoth again. That same night, however, a violent storm raged. When it cleared, Meredoth found that his island sanctuary was no longer off the coast of Norwold. Instead, it had become part of the Demiplane of Dread. Meredoth did some exploring and found that his island existed in a body of water with a handful of other islands. Mists surrounded it all, and those Mists prevented any escape. However, there were people living on nearby islands that would serve nicely as test subjects for his necromantic magic. After a century in the Mists, Meredoth was finally rewarded with rulership of the Nocturnal Sea. Current Sketch: Meredoth has not yet realized that he can now draw test subjects from the many islands of the Nocturnal Sea - and even the Core. His attention remains focused on the islands of Todstein (which is an exact duplicate of his island home on Mystara, although it is forever locked in severe winter weather), Qraben, and Knammen. He has turned the noble family of Qraben into undead, and they are presently his primary minions. Meredoth has come to view life as an enormous experiment, and the living as experiments waiting to happen. He has no regard for the value of life, and considers humans to be nothing more than crops waiting to be harvested. His undead minions aid in this harvest, by abducting merchants who spend any time on Graben, and his own island of Todstein is riddled with a variety of traps set to catch those who manage to land there. Closing the Borders: Meredoth can generate such turbulence around the islands of the Nocturnal Sea and along the eastern coast of the Core that the water becomes impassible. Fifty-foot-high waves and mile-wide whirlpools ensure that those within do not escape with their lives. Combat: Meredoth has the spellcasting abilities of a 20th-level necromancer. He is immune to attacks from and effects of undead of five or fewer Hit Dice. If Meredoth's home or island is infiltrated, he considers it to be an "extermination problem". His traps are constructed to secure potential experimentation subjects. He typically arrives at a trap to ensure that it is sprung, then retreats to another part of his home. Meredoth is loath to enter melee. Although ruthless in battle, he maintains a safe distance as long as possible, casting spells at maximum range. He always casts protective spells upon himself before combat begins (unless the urgency of the situation prohibits such precautions). The necromancer has a variety of magical items that he will have with him at all times, and most of these are potent in combat. These items include the following: cloak of protection +3, bracers of defense AC4, ring of shooting stars, rod of smiting (11 charges), staff of the serpent (python), wand of flame extinguishing (16 charges), bag of holding, broom of flying, and a decanter of endless water. Meredoth's homeworld of Mystara is a very magic-rich world, so when he entered Ravenloft, his spell books contained every spell in the Player's Handbook. Ravenloft has granted him the power to know and cast any spell that was once in his spell books, which were not transported with him when he was seized by the Mists, up to his daily limit of spells. He need not spend time memorizing spells each day, but may instead cast these spells whenever they are needed. Note: Many of the islands in the Nocturnal Sea are domains of other darklords. Meredoth has no control over those territories. However, any island without an independent darklord is part of his domain. |
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