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Many of the domains in Ravenloft float independently in the Misty Border, forming isolated Islands of Terror. Each is permanently surrounded by the Mists and has no physical link to any other domain. These Islands are continually forming and disappearing, so no complete listing of them can be established.

This chapter contains information on Bluetspur, G'Henna, I'Cath, Kalidnay, Nosos, Odiare, Souragne, and Vorostokov.

The Nature of Islands

The Islands of Terror are some of the most unstable domains in the Demiplane. In time, most Island domains stabilize. Sometimes, however, the domain lord is eventually deemed unworthy of being a lord. In these cases, the Island ceases to exist, either returning to the Mists or to the plane from which it was snatched. Alternatively, if the lord proves himself sufficiently foul, the Island might stabilize and join the Core or one of the Clusters. More infrequently, a Core or Cluster domain may even be reduced to an isolated Island in the Mists.

The Grand Conjunction seems to have had its greatest impact on the Islands of Terror. At its conclusion, many of the older Islands were drawn together to form Clusters. Solitary Islands still float in the Mists, but some of the familiar ones have changed.

Bluetspur

The Land: Formerly a Core domain, Bluetspur is now a barren Island domain floating in the Mists. This unearthly place appears to have been physically broken off from the Core. Along its mountain chain (formerly part of the Balinoks), massive spurs of rock jut from the peaks at impossible angles, defying gravity. Stone arches bridge the summits, and corkscrew spires rise from the rock as if they were violently driven up through the surface.

The sun never shines in this land, so it has no distinct day or night. However, the entire horizon glows with the ruddy hue of dusk, casting a reddish tint over the land and constituting "day". When "night" falls, the sky becomes completely black, and lightning begins to strike with electrifying frequency. Those who remain under the open skies during these storms cannot hope to survive. However, those who take shelter underground must deal with the mind flayers.

Though various streams drain from the mountains, vegetation is almost nonexistent due to the absence of sunlight. A few species of sticky fungi grow in the crevices at lower elevations, but the land is otherwise barren and stony.

Cultural Level: An alien form of dark-age domain.

The Folk: No people live above the ground in this domain. The only inhabitants of Bluetspur are the illithids (also know as mind flayers), their slaves, and a growing number of vampiric illithids.

The Law: This domain is ruled by a powerful being known only as the god-brain. This creature uses mental domination to control his subjects.

Native Player Characters: There are no player characters native to Bluetspur.

Personalities of Note: The High Master Illithid, a 20th-level metapsionicist, constantly seeks the means to usurp the pow and position of the god-brain. He and Lyssa von Zarovich (a relative of Strahd) were the creators of the vampire illithids thi threaten the current inhabitants of Bluetspur.

Encounters: The vampire illithids are rabidly insane mon sters, but one of them has retained enough of its intelligent to become even more dangerous. Its name is Athaekeetha, and it is featured in the Ravenloft Monstrous Compendium Appendices I & II.

The number of vampire illithids in Bluetspur is constantly increasing. Thus, characters who remain above ground in this domain have a 25% chance twice per day of encountering 1d4 of these vile creatures.

Vampire lllithid: AC 1; MV 12; HD 8+3; THACO 10 (8); #AT 4; Dmg 1d6+4 each (tentacle plus Strength bonus); SA vampiric Strength (18/76), energy drain, mind blast; SD energy absorption, regeneration (3 hp/round); MR 90%; SZ M; ML 20; Int non (0); AL CE; XP 10,000.

Notes: Once per round, with a successful tentacle attack, a vampire lllithid can drain two life energy levels from its victim. If it succeeds, it also regains two Hit Dice worth of hit points from previously assessed damage (but it cannot gain more than initial hit points).

Mind blast creates a cone 60' long, 5' wide at base, and 20' wide at end. This can be done once per round. Victim must save vs. wand at -4 or be stunned for 1d6 rounds, and he must make a madness check with -4 penalty.

Personality: insane.

Due to the electrical storms, any character who remains above ground during the "night" must make a successful saving throw vs. rod, staff, or wand each round or be struck by a bolt of lightning. Failure to save indicates that the character suffers 8d6 points of damage (save again for half damage). Characters may take refuge under the rock outcroppings, but they will have no room to fight if attacked.

The living mind flayers appear at the surface only occasionally. However, the use of magic here creates an arcane resonance which can attract their attention. Each time a character casts a spell, he has a percentage chance equal to twice the level of the spell to draw the attention of the mind flayers. If the detection roll is successful, 2d6 mind flayers teleport into the area 1d4 rounds later. They always attempt to subdue visitors and add them to their slave pool.

Each night spent in Bluetspur also brings horrid nightmares. The dreamer imagines dark, foul creatures slinking out from the rock and devouring all that is good. A horror check is required when the character awakens.

Further Reading: The adventure Thoughts of Darkness provides more information on Bluetspur and details the events surrounding the creation of vampire illithids.

Lord of Bluetspur

Illithid God-Brain, Lawful Evil
Armor Class    10
Movement 18 (Sw)
Level/ Hit Dice 20
Hit Points 99
THAC0 11
No. of Attacks 1
Damage/ Attack See below
Special Attacks Psionics
Special Defences Psionics
Magic Resistance Nil

Little is known about this strange life form, except that it rules the Island of Bluetspur. Its lair is believed to lie deep beneath Mount Makab, where it floats in a deep pool of brine. Supposedly, it resembles a gigantic brain, although some sages insist that it is a mass of smaller brains merged together.

Background: How this creature earned its own domain remains unknown.

Current Sketch: Those few who have escaped Bluetspur claim that the god-brain constantly intruded on their subconscious minds, drawing forth their darkest thoughts and fears. It may be that the lord lives vicariously through other sentient beings, very few of which exist on this Island.

The lord of Bluetspur is keenly aware of the High Master Illithid's plots to usurp it and seems to enjoy its rebellious servant. The god-brain knows that it possesses the power to crush the High Master at any time, so it does not worry about these plans.

Closing the Borders: The closure of this domain has never been witnessed - or at least reported. However, physical exits from the underground colony of the mind flayers are rumored to seal with rock.

Combat: The god-brain has unlimited Psionic Strength Points and always achieves the result of having rolled the power score in all sciences and devotions (see The Complete Psionics Handbook). All psychic contest and saving throws against any of the lord's powers are made with a -10 penalty. The lord's psionic power contact is always made automatically, and no telepathic defenses, powers, or devices can prevent it.

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