Half-Vistani
The Vistani are, in actuality, not a demihuman race.
Rather, they are completely human in all regards.
Because of the distance that their culture places
between them and the rest of Ravenloft's citizens,
however, they are best treated as a separate race.
Player characters cannot be pureblood Vistani. Mankind
knows little about these wanderers of the Mists, making them
unsuitable for use as player characters. Those players who
wish to have a Vistana character (Vistana is the singular
form of Vistani) must settle for a giomorgo, or half-Vistana.
For the purposes of these rules, a giomorgo has one
human parent and one Vistana parent. A very rare type of
giomorgo, known as the giamarga, spawns from the union of
an elf and a Vistana. These are so rare, however, that they
are also proscribed as a player character race.
No giomorgo communities exist in Ravenloft. Like half-elves, these folk are outcasts who are not accepted by either
of their parent races. From time to time they settle in human
lands, but they are almost always so badly treated that they
quickly move on or drift into a life of squalor and petty crime.
Description
The giomorgo are easily mistaken for true Vistani. They have
dark complexions, ranging from a rich olive to a dusky tan.
Their hair is always dark, more often black than brown, as
are their eyes. A giomorgo's features are always hawklike and
angular, not unlike those common to the folk of Falkovnia.
In size and shape, a half-Vistana appears almost identical
to the average human. They do tend to be a bit heavier than
normal folk, which reflects their larger frames, but this is an
inconsequential difference.
Exactly how long a true Vistana will live is a matter for
some debate. While there seems to be little or no reason for
them to outlive their human cousins, many reach great
ages. Giomorgo, however, are not so endowed and generally
live no longer than normal men.
Players can use Table 66: Half-Vistani Physical
Characteristics to determine the height, weight, and age of
a giomorgo player character.
Table 66: Half-Vistani Physical Characteristics
Trait |
|
Formula |
Height, Male |
|
60+2d10 inches |
Height, Female |
|
59+2d10 inches |
Weight, Male |
|
150+6d10 pounds |
Weight, Female |
|
105+6d10 pounds |
Starting Age |
|
15+1d4 years |
Maximum Age |
|
90+2d20 years |
Table 67: Halflings Aging Effects
Age |
|
Years |
|
Effects |
Middle (1/2 Base Max.) |
|
45 |
|
-1 Srt/Con; +1 Int/Wis |
Old (2/3 Base Max.) |
|
60 |
|
-2 Str/Dex; -1 Con; +1 Wis |
Venerable (Base Max.) |
|
90 |
|
-1 Str/Dex/Con; +1 Int/Wis |
A given giomorgo favors one of two styles of dress and
appearance. Some embrace their gypsy heritage, even
though their kindred do not return their feelings. Such folk
wear the bright colors and patterns of the Vistani. Although
they can pass for Vistani among normal men, any true
Vistana will recognize them on sight.
The rest of the giomorgo attempt to lose themselves in
the world of men. They wash away their Vistani heritage in
the sea of humanity and adopt the dress and demeanor of
the land in which they dwell. Again, while they may fool
those around them, any Vistani will see through their guise.
Personality
The half-Vistani are cross-breeds like the half-elves, but
without the onus associated with those folk. Although they
tend to be swarthy and perhaps a bit exotic in looks, no one
can say for certain whether someone is a half-Vistana just
by looking at him. The reverse is not true of the Vistani
themselves, who can tell at a glance whether someone is of
pure Vistani blood or not.
Of course, great diversity exists among the giomorgo.
Those spawned by any given tribe will tend to be different
from the children of another. With those variations in mind,
however, the following generalizations can be made.
Most half-Vistani look upon their mixed heritage as a taint
that will haunt them for the rest of their life. They fear that
their true nature will be revealed. When that happens, of
course, they will be branded as freaks and outcasts by even
their closest friends. No half-Vistana ever escapes this
paranoia, although some hide it better than others.
Countering this lingering fear, however, is an inherent
pride in the abilities associated with being a half-Vistana.
Most giomorgo characters are unwilling to fully deny their
identities. Thus, they favor names similar to those taken by
the Vistani themselves. Rumanian and Russian names, like
Tara or Natacha (for women) and Bela or Youri (for men).
Indeed, it is not unknown for a half-Vistana to take pride
in his heritage and embrace the role of mysterious outsider.
While this is an inherently dangerous path to tread, some
refuse to hide the truth. People like this often present
themselves as mystics and prophets who carry an air of
mystery about them that, they hope, will protect them from
harm. If they play their cards right, so to speak, their
neighbors will be afraid to take action against them.
Most giomorgo characters are embittered souls who have
suffered much at the hands of both their parent races. They
trust no one and depend only upon themselves. True loners,
half-Vistani seldom make real friends. While they may have
acquaintances, half-Vistani view these people as temporary
associates of convenience who who they will discard as
soon as they outlive their usefulness. Few and far between
are those whom a giomorgo actually calls friend. To their
credit, the giomorgo make no attempt to conceal this facet
of their personality. They never claim to be more
compassionate than they are.
Ability Scores
Although human in body, the mind of a half-Vistana is
shaped by his unusual heritage. A giomorgo character has
his Charisma score reduced by two points because of the
enmity with which most other individuals view the Vistani.
On the other hand, he receives a +1 bonus to both his
Intelligence and Wisdom scores. The latter adjustments
reflect the natural advantages of the Vistani mind and the
keenness of their sixth sense.
The special powers of the Vistani blood that courses through
the veins of a giomorgo enables him to do many things that
other men and women cannot. By the same token, however,
the fact that this blood is not pure causes half-Vistani to
suffer from certain limitations unique to their kind.
Special Abilities
A half-Vistana character can accurately identify the plants
and animals of the world, just as druids do. He can also
determine whether water is safe to drink. This ability
requires no more than one round of examination on the part
of the character and always succeeds (barring the
influences of magic, curses, domain lords, and such).
Affinity for Nature
All giomorgo characters make fires easily and quickly.
Provided that fuel and some means of igniting a blaze is at
hand, they can start a fire in 1d4 rounds. Normally
restrictive conditions, like damp fuel and such, do not affect
the giomorgo abilities.
Fire Building
Half-Vistani are familiar with tralaks (a series of glyphs used
by the Vistani). In order to recognize a given symbol, the
character must make an Intelligence check. If that check
succeeds, the Dungeon Master secretly rolls 1d20. On a roll
of 1 to 19, the character correctly identifies the meaning of
the tralak. If the roll is a 20, however, the character
misreads the symbol and gets its meaning wrong.
Tralaks
The giomorgo are not without their own burdens. Chief
among these is the lunatic or moon madness. It is worth
noting that full-blood Vistani possess more resistance to this
ailment than the giomorgo.
On the three nights of the month when the moon is full, a
half-Vistana character will find himself restless and unable
to sleep. Because of this, he cannot heal wounds without
magical aid and is utterly unable to memorize new spells.
The physical toll that this takes on the body imposes a -2
penalty on all saving throws made during this time; this
penalty lasts until the character can rest undisturbed for
eight hours.
In addition to the above physical effects, the lunatic
induces mental trauma as well. On each of the three nights
of the full moon, a half-Vistana character must make a
successful madness check (described in Chapter Six) or be
overcome with this unusual lunacy. A failed check causes
the character to gradually take on the aspects of a beast of
the night. A single failed check means that the half-Vistana
slips away from his companions to run wild under the stars.
A second failed check indicates that the giomorgo also
becomes aggressive and even violent during these wild
times. Should he fail all three of his madness checks, the
character has the mind of a wild, violent savage until the
moon changes its phase.
Tribal Abilities
Depending upon the tribe to which his Vistana parent
belonged, a giomorgo character will have certain special
abilities. In most cases, a player can select which tribe his
character descends from. Those who are unfamiliar with the
Vistani, or those simply willing to trust fate, can roll on Table
68: Vistani Ancestry instead.
Table 68: Vistani Ancestry
1d100
Roll |
|
Tribal
Heritage |
01-40 |
|
Kamii |
41-60 |
|
Equaar |
61-80 |
|
Vatraska |
81-90 |
|
Naiat |
91-97 |
|
Corvara |
98-99 |
|
Canjar |
00 |
|
Zarovan |
Kamii: Characters from this bloodline tend to be quiet and
reserved. Certainly, they are the least confrontational of all
the tribes and go out of their way to avoid potentially hostile
encounters. Most Kamii player characters (about 60%) are
thieves and use the stealth and cunning that mark this class
to their best advantage. The remaining 40% of the Kamii are
warriors, although they enter battle only as a last resort.
Kamii characters are never wizards, priests, or any other
type of spellcaster.
The Kamii are excellent metalworkers, and all characters
of this type begin play with the blacksmith proficiency. They
can also identify metals, just as a druid does plants or
animals, and can recognize the realm from which any metal
item in Ravenloft originates. If it was forged beyond the
Mists, on Krynn or Faerun, for example, the character has a
5% cumulative chance per level to identify its world (or
plane) of origin. If an item was manufactured by a Vistana, a
Kamii character has a 25% of detecting any curse upon it
before it affects him.
Equaar: Equaarians are a nature-loving folk who often
become rangers, although other classes are not closed to
them. All Equaar characters begin play with the animal lore
and land-based riding proficiencies without expending any
slots for them. They can also purchase the tracking
proficiency by allocating a single slot to it, regardless of
their chosen class.
Vatraska: Known for their skill as healers and herbalists,
the Vatraskan player character tends to be cold and somewhat condescending. Despite their natural gift for healing,
these characters are seldom priests. No other restrictions
are placed upon their choice of character classes. All members of this class automatically begin play with the herbalism proficiency and can purchase the healing proficiency at
the cost of only one slot, regardless of their chosen class.
Vatraskan characters can identify poisons as easily as a
druid might recognize a specific type of plant. In addition,
they can concoct an antidote to any poison if they have
access to a store of herbs or plants and have ten minutes
(one turn) to work. Because these antidotes are very
powerful, the recipient must make a successful saving throw
vs. poison or die from them. Thus, the cure can sometimes
be worse than the poison.
In addition to their skill with antidotes, Vatraskan characters can create an herbal sleeping draught. They must spend
1d6+1 days gathering the herbs and concocting the draught,
which can actually take the form of either a liquid or a powder. This toxin, though odorless and tasteless, turns water
slightly red. Once ingested, this chemical forces the imbiber
to make a successful saving throw vs. poison or fall asleep
for 1d4 hours. The sleep is normal enough, and the victim
can be awakened easily after the first hour has passed. When
the character uses this ability, he creates 1d4 doses of this
potion, which retains its potency for only seven days.
Naiat: Characters of this stock are a
flamboyant and outgoing folk. They favor fine
food and drink in the company of the
opposite sex. Naiat characters tend to be of
the gypsy class.
All Naiat characters automatically begin
play with the singing and dancing
proficiencies and can purchase the
musical instrument skill just as if they
were bards. If the character opts to
take advantage of this latter
ability and specializes in the
violin, he can use it to affect
the reactions of
nonplayer characters
and inspire his allies,
just as a bard does.
The great charm of Naiat characters entitles them to a +1 bonus on rolls to
determine the initial reaction of any nonplayer character
they meet. If the character goes out of his way to friendly
(and the player does a good job role-playing the meeting),
this bonus increases to +2.
Corvara: Most Corvara characters are thieves, although a
few (about one in ten) opt to become fighters or wizards. No
other classes are open to them.
Corvara distrust strangers and tend to look for profit in
everything they do. "What's in it for me?" is a common
question among these folk. All Corvara characters, regardless of class, begin play with the set snares proficiency, and
Corvara thieves gain a +10% bonus to their pick locks skill.
Canjar: Characters of Canjar blood are aloof and prideful.
Canjar characters must always be wizards. They are
talented magicians and have a covetous love of magical
items and spells. When they come into possession of new
spells or artifacts, they guard them jealously and share them
with no one.
Canjar wizards can leave one 1st- and one 2nd-level spell
slot open each day. That is, a wizard with the ability to
memorize four 1st-level spells would select only three of
them. The remaining slots can be used as needed during the
course of the day. The wizard can cast any spell that he has
recorded in his spell books, just as if he had memorized it.
In actuality, the character is assumed to have memorized
the spell normally. The natural sensitivity of the character
allowed him to pick a spell that he felt he would need during
the day.
Zarovan: The Zarovan are a quiet and introspective folk.
They have little to do with anyone and make miserable
traveling companions. While they will not betray those who
travel with them, they will not take any chances on a
companion's trustworthiness either. They do things for their
own reasons and never share their motives, plans, or desires
with anyone else. Like the Canjar, all characters of this
bloodline are classed as wizards. No more than one of these
characters travels with any given group of adventurers.
The most fascinating aspect of the Zarovan is their
assertion that they are adrift in time. It is not uncommon for
these folk to answer a question before it is asked or,
conversely, to have greatly delayed reaction times.
This effect is most obvious during combat (or other
situations when an initiative roll is required). At
such times, a player with a Zarovan character
should roll 1d6 and Id 10. The ten-sided die
indicates an adjustment applied to the
character's initiative roll. If the roll of
the six-sided die is low (a 1,2, or 3),
then the character is a bit ahead of
everyone else and the roll of the ten-sided die is subtracted from the
initiative roll. If the roll of the six-sided
die is high (a 4, 5, or 6), the Zarovan
is lagging a bit behind everyone else
and the result of the ten-sided die
is added to his initiative roll. If
the modified initiative number is greater than
ten, then the character acts last in that round.