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Character options and new rules for Ravenloft and the Curse of Strahd

by “JESTER” DAVID GIBSON


Heroes of the Mists
Written by “Jester” David Gibson
Edited by the Fraternity of Shadows

Fraternity of Shadows Ravenloft fan site & forums

fraternityofshadows.com

5 Minute Workday webcomic and blog:

5mwd.com
New comics Tuesday & Thursday

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Ravenloft, Forgotten Realms, the dragon ampersand, and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and
other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.

Heroes of the Mists ©2016, David Gibson, 5 Minute Workday Publishing, and Quote the Raven. Published under the
Community Content Agreement for Dungeon Masters Guild.

ISBN: 978-0-9937524-9-0
INTRODUCTION
Ravenloft is neither the name of the 6 – Technology Advances. The
planet, nor the name of a land. Ravenloft is progress of science has created modern
an ancient castle in the land of Barovia, a wonders, such as clockworks, firearms,
nation that lies at the heart of the continent gaslights, and some steam power.
known as “the Core”. 7 – The Gods Are Silent. While
The world itself has no name, simply prayers are sometimes answered, the gods
being known as "the world". To some it is themselves do not speak directly to mortals.
called the “Land of the Mists". Travellers Some claim to hear the voice of god, but
from distant lands sometimes label the these are called madmen as often as they are
world the “Demiplane of Dread” but locals called prophets.
laugh at that hyperbole. Others have called 8 – Do Not Anger The Vistani.
the world such things as a prison for the Wandering vagabonds, Vistani are often
damned, a crucible for the virtuous, or a considered thieves, but these gypsies can
realm of fear. To you, it is simply “home”. also be entertainers, traders, craftsmen, and
mystics. Despite widespread fear and
10 Things the Common Person mistrust of the wandering folk, the potency
Knows of their curses and use of the Evil Eye keep
the Vistani from being barred from towns.
Many beliefs vary from land to land, as 9 – Beware The Mists. Cool white fogs
people disagree on what is true and what is borders the known lands. It is easy to
myth. But the majority of the Core’s become lost in the Mists, which have been
inhabitants commonly accept the following known to snatch travellers, depositing them
as facts: in faraway lands or even other times.
1 – Magic Is Real. It is widely accepted 10 – Magic Is Unreliable. Outlanders
that magic exists, but it is disputed if magic from distant lands complain that magic
is an abomination or part of the natural does not work as it should: it cannot detect
order. Most folk never witness displays of morality, travel between nations, accurately
true magic but still accept that it exists. divine the future, or cross into other worlds.
2 – People Are Isolated. The average Even those spells that do work often have
person lives their entire life within thirty unintended consequences.
miles of where they were born. The farthest
most folk travel is the neighbouring town or
village. Horror and Heroes
3 – Monsters Are Real. The majority RAVENLOFT is a world of terrors, a
of people die from natural causes, never campaign setting created for the DUNGEONS
having encountered a creature of the night. & DRAGONS roleplaying game. RAVENLOFT is
Regardless, it is agreed that monsters are a land where the common threats are not
very real and that dangers lurk in the beasts pulled from Greek Mythology or High
shadows. Fantasy, instead coming from Gothic tales,
4 – Superstitions Work. As monsters folk tales, and old horror films. Beasts like
are real and dangerous, adherence to ritual the chimera or manticore are rare, and it is
is what keeps people safe. By strictly instead a world of vampires, werewolves,
adhering to tradition, tragedy is avoided. ghosts, and hags.
5 – Humanity Is Predominant. The For the inhabitants, their world is not a
various inhuman races are rare, almost place of nightmares. Wicked gods do not
unknown in many lands. At best they are cause dramatic events that shake the land,
viewed as less than human, and at worst armies of orcs do not rampage across the
they are seen as beasts or monsters. countryside, and huge dragons do not burn

1
whole villages. The occasional person might universe. Such bravery is rare, and
die a mysterious death or vanish under champions that flagrant become easy prey
suspicious circumstances, but most folk live for the forces of the night. Heroes in
relatively normal lives in peace before dying RAVENLOFT are a different sort, not
a mundane death. Yet there are still horrors: choosing a life of adventure for glory or
monsters lurk in the shadows, in the woods, wealth, but usually having the hero’s life
in the ruins, and in the dark places even the thrust on them, for more personal reasons.
brave fear to walk. They are unlikely to turn the tide against the
While there are no dragons, neither are forces of evil or save the world. Many will
there shining knights wielding radiant not even be remembered for their deeds,
swords, righteous holy warriors with save by the people whose lives they saved.
unwavering faith, and magi who flaunt their
control over the fundamental forces of the

2
CHAPTER 1: RACES
As she moves through the village green, the seen. Clan Dvalin’s carvers of runes hold the
half-vistani feels the eyes of the entire town secret of etching magic symbols into stone.
silently watching her every move with Those with the talent for rune carverving are
suspicion. Ducking hurled fruit and stones, rare, and most of the clan now busies itself
the caliban ran harder in a desperate attempt with mundane stonework.
to escape the mob and their pitchforks. He The past of the dwarves has become little
struggled against the bonds restraining him to more than stories. Dwarves tell tales of
the stake, the fire slowly spreading around his greatness but cannot craft the wonders of
feet, as the inquisitor preached to the crowd their legends or engage in the glorious battles
about pointed fiend ears and corrupted blood. of yore. Their god is silent and their prayers
Humanity is predominant throughout the go unanswered, their ancestral heroes all but
Land of the Mists. In some lands nonhuman forgotten, and even their ancient enemies
races are even dismissed as a myth, having unknown. Some rare dwarves refuse to let this
never been seen or their appearance be the end or – as they put it – "go quietly into
dismissed as an unfortunate birth defect. the deep". These brave few are determined to
Others view the various demihuman races give the world something to remember of the
with fear, seeing little difference between a dwarves.
halfling and a goblin, an elf or a dark fey. Languages. You can speak, read, and
However, there are still some lands and write Dwarvish and a regional language of
settlements where dwarves, elves, and others your choice, typically Balok or Darkonese.
can be found, though these are rare and
isolated. In addition to the standard, familiar Subraces
races, there are a number of other races, more In the Land of the Mists, dwarves belong to
common in the Mists than in other lands. the same nation, with divisions between
dwarves related to lifestyle and the family’s
Dwarves profession.
The dwarves of the Mists are a dying race
living in the shadow of past glories. Most Hill Dwarves
dwarves are labourers who throw themselves Raised in the light of the sun, hill dwarves
into their work for lack of a greater cause, are craftsmen and traders. Hill dwarves have
performing mundane tasks without zeal or homes atop or close to the surface, and many
passion. On the whole, dwarves are a foul- live in human communities. The dwarves of
tempered, joyless folk whose only joy is the Tempe Falls and Corvia mostly hill dwarves.
acquisition of treasure. Mountain Dwarves
Dwarves belong to one of three clans: Also known as pale dwarves or
Hreidmar, Fjalaram, or Dvalin. Clan blackbeards, mountain dwarves make their
Hreidmar was founded by an ancient dwarven living deep underground. A few still dig for
king and the clan views itself as burdened ore and gems but most now delve for the coal
with leadership and noble purpose. However, and tar sought by the Western nations,
there are few to lead and the clan elders bicker especially those dwarves who live in the
endlessly, competing for power and authority. Sleeping Beast mountain range.
Clan Fjalaram is known for its skalds and
storytellers, and all dwarven eddas and
histories were written by Clan Fjalaram. It is
said the clan’s muse has forsaken them, and
even works of mediocre quality are seldom

3
predicted the end of days is nearing and – for
Fey (Elves) the first time – the immortal race is wrestling
The fey are the inhabitants of enchanted with the foreknowledge of death. They are not
woods, seldom visited by outsiders. Typically handling the revelation well.
found in the vast forest of Sithicus or the There are a small number of wood elves in
Misted woods of eastern Darkon, the fey are Barovia, which are locally known as dusk
immortal, aloof, and arrogant. elves. Please refer to Curse of Strahd for
The Fair Folk are timeless, possessing only information on these elves.
an academic knowledge of death. While
intelligent, they are erratic and flighty, Drow and Eladrin
endlessly procrastinating or wasting years to The origins of the drow and eladrin are
mundane pursuits; and elf thinks nothing of uncertain. It is thought that elves raised in
devoting a century to a song, dance, poetry, or areas of black magic become corrupted,
other pleasurable artistic pursuit. At their similar to how human babies become caliban.
core, elves are creatures of the forests and This is not the whole truth. Hidden inside
spend much of their time tending to their the Shadow Rift is a mysterious race of fey
woodlands and gardens, enjoying the beauty known as the Arak. Their land is a place where
of nature. the realms of Faerie and the Pale overlap. The
Languages. You can speak, read, and Arak are divided into two courts: the seelie
write Elven (also known as Sithican) and a and unseelie, each filled with many different
regional language of your choice. High elves types of fey whose appearance varies
typically know Mordentish or Vaasi while depending on personality and allegiance. The
wood elves typically know Darkonese or eladrin are members of the seelie court while
Balok. the drow belong the to unseelie, with more
powerful members of each being respectively
Subraces known as shee and sithe.
In the Land of the Mists, high elves come
from the large southern wood and the land of Fey-Touched (Half-elves)
Sithicus, while wood elves come from the The fey-touched are neither human nor elf:
smaller forests and the nation of Darkon. they have the perpetual youth of the immortal
fey but grow old and die as humans. They are
High Elves still cursed with long lives and doomed to
Sithican elves feel detached from the world. watch loved ones age and die. The vast
In their heart they believe this world is not majority of half-elves are the result of unions
their true home and have difficulty forming a with Darkonian elves, as Sithicans seldom
bond with the land. This leads them to apathy deem to have even non-romantic relations
and disinterest in the larger world, and they with humans.
often sink into a profound malaise. They Half-elves have no communities of their
seldom maintain their cities and homes, own, making their homes in the lands of one
which are now decaying around them. High of their parents. Most half-elves are raised by
elves are private and hold lesser races in humans; some men awake one morning to a
contempt. Travellers are not always welcome bassinet on their doorstep a year after being
in their enchanted woods. ensorcelled or Mist-led. Human communities
Wood Elves often fear the inhuman fey-touched, but
Darkonian elves live a nomadic life in their seldom act against half-elf children out of fear
woods and are more flighty and curious. They of drawing the vengeance of the fey.
have been known to steal away things that Languages. You begin play speaking
catch their fancy, be they objects or people. Elven and a regional language of your choice.
Currently, the wood elves are suffering a time
of strife; their prophetic stargazers have

4
Gnomes Humans
Curious and inventive by nature, gnomes Easily the most populous race, humanity
possess an insatiable curiosity and hunger for outnumbers all the other races nine-to-one
knowledge, believing all problems must be and comes in a bewildering variety of colours
solved and all mysteries answered. All gnomes and cultures.
appear wizened and old, developing their first In the Core, most humans have pale or
wrinkles in their youth while their hair quickly light-brown skin, typically with dark hair,
greys or balds. although some nations (Lamordia, Nova
Gnomes enjoy tinkering, inventing, and Vassa) have light brown to blonde hair. Those
experimentation. While partial to clockworks, from the central lands (Barovia, Invidia,
some gnomes prefer alchemy, animal Borca) have dark black hair and slightly
husbandry, botany, mathematics, and even duskier skin. There are also brown-skinned
philosophy. Gnomes make no art and engage humans who come from Souragne and the
in as little farming and crafting as possible to Verdurous Lands. The distant land of
leave time to perform their experiments. Rokushima Taiyoo also has people with dark
To humans, gnomes seem mad, with hair but pale skin and unusually shaped eyes.
obsessive tendencies and strange Languages: You can speak, read, and
compulsions. Gnomes have little empathy, write your regional language and one extra
often bordering of sociopathy, Gnomes have a language of your choice.
well-earned reputation for macabre humour.
Not deliberately cruel, gnomes simply lack Ethnicities of the Mists
social graces. Gnomish practical jokes are The predominant race in the Mists,
elaborate – often overly so – and designed to humans vary greatly depending on their
encourage the victim to view things in a homeland and ethnicity. Even in the Core, a
different light. small continent, there is a great deal of
Languages. You begin play speaking variance among humanity.
gnomish and a regional language of your
choice. Balinok
A widespread ethnicity that is primarily
Subraces found in Borca and Barovia in the central
Differences in gnomes are cultural rather Core, but also more distant G'Henna (and
than ethnic and relate to the gnome's Markovia before it moved). Balinoks are
obsession and choice of guild. characterized by their stocky builds with
broad shoulders, meaty limbs, and wide hips.
Forest Gnome Their skin ranges from an olive-tan to light
It is rare for a gnome to belong to one of brown and dark hair and eyes are the norm.
the guilds that focuses on biology, herbalism, A subculture is the Gundarakites, who are
philosophy or theology. Forest gnomes are similar in appearance but ostracized for their
strange even to other gnomes, being prone to minor differences by other Baloks.
weird philosophies and beliefs. They can often Balok Names: (male) Alexandry,
perform minor feats of magic not because of Cosmin, Dimitry, Mircea, Ocidiu, Radu,
an innate magical talent but an ability to Casile; (female) Bianca, Draguta. Florica,
manipulate reality through belief or disbelief. Izabela, Lizuca, Nadezhda, Petra, Simona;
(surnames) Anghelescu, Balan, Constantin,
Rock Gnome Funar, Grigor, Negres, Popescu, Sala, Ungur,
Belonging to the more physical guilds of Vladimir
physics, mathematics, and chemistry, rock Gundarakite Names: (male) Baltasar,
gnomes are also known as "tinkerers" for their Demetrius, Fredek, Istvan. Miklos, Rognvald,
obsessive need to create and continually fiddle Varady; (female) Antonia, Dominika,
with their hands. Horenzia, jusztina, Orzebet, Serafin, Tzigane,

5
Zsofika; (surnames) Babic, Brankovic, Davad, Mulan Names: (male) Aoth, Balser,
Dragic, Ilic, Kasun, Kovac, Loncar, Pavkivic, Enevold, Ehput-Ki, Kethoth, Kyrill, Mumed,
Zupan Ossur, Preben, Ramas, So-Kehur, Taico,
Thazar-De; (female) Arizima, Cattia, Helma,
Falkovnian Leila, Murithi, Nephis, Neya, Sefris, Trine,
In the central-western Core, Falkovnians Zilla; (surnames) Ankhalab, Anskuld, Fezim,
are seldom permitted to venture from their Hahpet, Nathandem, Sepret, Uuthrakt
homeland. Fair of skin and hair, their eyes
tend to run from hazel to brown. Every native Lamordian
born Falkovnian has the hawk seal of Vlad Found predominantly in the northwestern
Drakov branded onto their forehead. Core, Lamordians are lean and tall with wiry
Falkovnian Names: (male) Alber, Artur, limbs but square shoulders. They have well-
Felix, Franz, Hans, Ivan, Leopold, Vladimir, defined features and have extremely pale skin
Viktor, Wulfgang; (female) Anya, Emma, that is permanently ruddy from their cruel
Greta, Inga, Ingrid, Klara, Marie, Olga, Rebek, winters. Hair varies from flaxen blond to rich
Sylvi, Tasha; (surnames) Angerhausen, Bauer, brown and eyes are blue and green hues.
Bloch, Denhardt, Diesel, Faulhaber, Lamordian Names: (male) Augustin,
Faustmann, Glauber, Goebel, Hammerich, Berthold, Conrad, Dieter, Hubert, Juergen,
Hauser, Kierkegaard, Lambrecht, Manstein, Niklaus, Stefan, Werner, Yann; (female)
Oberman, Pfeiffer, Reinhardt, Schenk, Van Brigette, Camilla, Daniela, Erika, Ingrid,
Volkman, Weiss Johanna, Katia, Pascale, Teresa, Victoria;
(surnames) Acklin, Albrecht, Baertschi,
Rashemani Bertod, Egemann, Geiger, Gisler, Huber,
One of the two ethnicities found in Hazlan, Lautens, Monachon, Riegler, Sforza, Zurcher
the Rashemani are a tough and sturdy folk.
Short stature, they have skin ranging from Mordentish
olive to a deep bronze, dark eyes, and wild yet While primarily found along the western
straight hair with thick beards. Core in the lands of Dementlieu, Mordent,
Rashemani Names: (male) Alpagu, and Ghastria, people claiming Mordentish ties
Doukan, Haydar, Kubilay, Nizami, Ragap, can be found on many smaller islands in the
Toktampo; (female) Adelet, Bengi, Cemiyet, Mists, such as Souragne. Mordentish people
Feyza, Julide, Roxelana, Sobehat, Zumrut; are fair-skinned with eyes of blue, green, or
(surnames) Albaf, Baris, Chergoba, Dyernina, gray. Common hair colors are blond and
Iltazyara, Katirci, Murnyethara, Sadik, brown, though many other hair colors are
Stayanoga, Teke, Ulmokina known.
High Mordentish Names: (Male)
Mulan Claude, François, Gaston, Georges, Gerard,
The wealthier ethnicity of Hazlan, Mulan Henri, Jacques, Louis, Luc, Mathieu, Michel,
are tall and slim with fine bones but prone to Phillippe, Remy, Renard, Thibault (female)
obesity. They have angular features with Adélaïde, Adéle, Brigitte, Danielle, Désirée,
pronounced cheekbones and noses. Their skin Emmanuelle, Giselle, Isabelle, Jacqueline,
is pale and sallow and their eyes are shades of Monique, Sabine, Sophie, Valerie, Vivienne,
greys. Their hair would be a dark blond or Zoé; (surnames) Alard, Beauregard, Camus,
chestnut brown but is typically shaven daily. Chevalier, d'Aubec, d'Espivant, Deneuve,
Tattoos are common among the Mulan and Durand, Garnier, Gauthier, Jean-Aubry,
are a rite of passage into adulthood. Larroquette, Laurier, Marceau, Moreau,
Traditionally masculine tattoos are geometric Renault, Roche, Soulette, Thibedeaux,
designs and depictions of legendary beasts Tourette
while feminine tattoos are flowers, vines, and Low Mordentish Names: (male) Alfred,
abstract whorls. Elemental imagery, such as Andrew, Brian, Charles, Christopher, Edward,
flames, are gender neutral. Elias, George, Henry, Isaac, James, Jonathan,

6
Lawrence, Matthew, Nathaniel, Oliver, Thora, Ulla, Vanja, Vita; (surnames)
Richard, Robert, Samuel, Stephen, Theodore, Arneborg, Bakhvalova, Claussen, Damsgaard,
William; (female) Abigail, Annabeth, Beth, Ebel, Ejlersgaard, Eriksen, Gimsing,
Candace, Dorothy, Elizabeth, Emily, Grace, Halkenhvad, Hvass, Jankowski, Kasprowicz,
Katharine, Lillian, Lucile, Margaret, Martha, Matschewski, Nowak, Partyka, Skaarup,
Mary, Ruth, Sarah; (surnames) Abbot, Archer, Thodberg, Wajda, Zinck
Bennett, Carpenter, Collier, Dole, Fisher,
Fletcher, Garrett, Laydon, Mutton, Powell, Valachani
Reade, Sexton, Sullivan, Sykes, Towtales, In the southwestern woods of the Core, the
Unger, Weaver Valachani are tall and muscular, with wide
shoulders and long, sturdy limbs. Despite
Tepestani being relations of the Vaasi, Valachani skin
The Tepestanis are found in the northeast- color is a dark coffee brown, though it can
central Core. A muscular and handsome range from a creamy tan to a charcoal black
people, their fair skin often has freckles and on occasion. Eye color is almost always dark
their eye color is typically green or blue. Hair brown, but every once in awhile an odd
color ranges from strawberry blond to brown, individual with bile-yellow eyes is born.
though many are redheads. Valachani hair is glossy black and worn long
Tempastani Names: (male) Berrin, and straight by both genders.
Brion, Calvagh, Colm, Donagh, Dougal, Valachani Names: (male) Aksell,
Eamon, Fearghal, Fergus, Garvan, Hewith, Audun, Brand, Davin, Egil, Jens, Mikkel,
Keane, Liadan, Lochlan, Murtagh, Nealon, Morten, Nils, Oleg, Ragnar, Skjøld, Stefan,
Oran, Patrick, Rafe, Reardan, Rory, Rowan, Trigue, Varik; (female) Aleksia, Birget, Dakin,
Seamus; (female) Aisling, Brigid, Cara, Faiga, Grette, Katarine, Liese, Magna, Nissa,
Darina, Deirdre, Eileen, Enya, Fiona, Jocelyn, Rakel, Saffi, Semine, Unni, Vanja, Ylwa;
Keira, Maeve, Moira, Molly, Noreen, (surname) Amundsen, Arup, Bakken, Daehle,
Rosaleen, Rose, Siobhan, Slaney, Tallula, Fjortoft, Frethheim, Grieg, Hagen, Ingstad,
Tressa; (surnames) Aiken, Athey, Baggett, Kjeldaas, Mostue, Nyberg, Ostenstad, Ratkje,
Baird, Brynnock, Byrne, Callahan, Cochrane, Skarsgard, Tveit, Ulving, Ytterhus
Connolly, Conroy, Darby, Donlan, Doyle,
Fitzpatrick, Gavaghan, Hennessy, Kilcullen, The Little People (Halfling)
Kilgore, Lydon, Nolan, O'Bannon By nature the Little People are perpetual
Vaasi children, born happy and fearless. However,
Dominating the southeast Core are the they are quickly educated in terror and taught
rugged people of Nova Vaasan heritage. caution. The small halflings found themselves
Average of stature, they possess wide hips, easy prey for the horrors of the Mists. Whole
and stout limbs gained through generations of communities now live in a state of perpetual
horsemanship. Their facial features include paranoia, always waiting for something
angular chins, prominent cheekbones, and terrible to occur, protecting themselves
wide, full-lipped mouths. Skin color is usually through isolation and secrecy.
pale and ruddy, though pale olive or sallow Halflings are a quiet and peaceful people
skin are not unusual. Eye color is usually dark who enjoy the simple pleasures of life, which
green or gray, while hair color ranges from they deny themselves: halflings repress their
dirty blond to black, with darker colors being natural happiness, mute their jovial
more common. expressions, replace their colourful fashions
Vaasi Names: (male) Andor, Christer, in their continual efforts to avoid notice. They
Erik, Fraanse, Gunnar, Ivaar, Konraad, settle in forgotten corners of the world or
Mikaal, Olav, Rudolf, Tor, Ulf, Viggo, hidden inside human cities. Their homes are
Warnaar; (female) Anja, Dagmar, Else, Grete, built in both secluded valleys and dales that
Helena, Inge, Lucia, Magda, Marta, Sofie, are invisible from the distance, or ensconced

7
between city blocks and overlooked buildings. branded a witch, killed as a devil worshiper,
Languages. You begin play speaking or merely ostracized as a freak of nature.
Halfling and a regional language of your Those with fiendish blooded are often
choice. considered innately evil by common folk; this
is not entirely untrue as some tieflings feel
Subraces compelled to commit evil acts. Most just have
Humans categorize halflings as either a strong predilection to law or chaos
“lightfoot” or “stout” but halflings have their dependant on their heritage. Tieflings with
own names, and divide lightfoot into two devilish blood often cannot tell a lie or break
different lineages. an oath, while those with demon blood
compulsively lie or chafe under any rules or
Lightfoot instructions.
To halflings, lightfoots are known as either Languages. You can speak, read, and
Gillesonn or Mórlùrdan. Gillesonn are write your regional language and one extra
nomadic and roam the Southern lands of the language of your choice.
Core, typically in bands of extended family.
These halflings are known for their reputation Caliban
of finding trouble, but remain more “That tetrahedron nose-that horse-shoe mouth-
lighthearted than other halflings. Mórlùrdan
that small left eye over-shadowed by a red bushy
were once nomadic as well but settled down in
brow, while the right eye disappeared entirely
secluded villages or in human communities.
These halflings are found across the Northern under an enormous wart-of those straggling teeth
Core from Lamordia to Nova Vassa with with breaches here and there like the battlements
smaller communities or neighbourhoods in of a fortress-of that horny lip, over which one of
Tepest, Borca and other lands. those teeth projected like the tusk of an elephant-
of that forked chin-and, above all, of the expression
Stout diffused over the whole-that mixture of malice,
Known as Casfalt in the halfling tongue, astonishment, and melancholy.”
these halflings can be found in the Western
-Victor Hugo
lands of the Core such as Dementlieu,
The Hunchback of Notre-Dame
Mordent, Richemulot and Borca. Stouts are
more cautious than other halflings and Twisted humans, calibans were cursed
slightly xenophobic towards non-halflings. As before birth, tainted by dark magic while still
they have been settled for longer they tend to in the womb. The birth of a caliban is seen as
be more traditional and superstitious, a sign of witchcraft in the community, or that
the parents performed an unnatural act so
foul that it corrupted their unborn child.
Tieflings
Many tieflings have fiendish blood in their No Two Alike
veins, the result of couplings or assaults from
summoned outsiders, but other are the result There is great diversity between calibans;
of infernal pacts, exposure to hellish energies, each has a unique set of deformities. Slightly
or some form of corruption. larger than humans, calibans are typically
Tieflings typically look human save a between 6 and 7 feet in height and weight 150
deformity or two that betrays their heritage. to 250 pounds, but they often appear smaller
Common fiendish traits include small horns, due to their twisted limbs and poor posture.
cloven feet, clawed hands, patches of scales, or Calibans are physically powerful despite
crimson eyes. Many are able to pass as their misshapen muscles. They tend to be
human, either in dim light, or under clothing paler than humans, often with a slightly
such as a heavy cloak or broad hat. All unnatural white or yellow hue to their skin.
tieflings live in fear of being discovered and Their features are asymmetrical and distorted
with uneven limbs, or animalistic traits such

8
as protruding tusks and bristly hair.
Calibans breed true, and unions produce
caliban children with a mix of parental traits,
along with new deformities. Mixed unions
(caliban and human) almost always produce Uncommon Races
a caliban. In the secluded corners of the Land of
the Mists are inhuman races that are
Cast Out and Alone unknown in other lands. While only found
in the Land of the Mists, these races are
Most calibans are killed by fearful parents
far from commonplace or accepted.
shortly after birth or left to die of exposure;
Superstitious commoners might react
few survive until adulthood, and even fewer
with fear and isolated villages might
are permitted to interact with normal
assume them to be monsters.
humans. Some are raised by their ashamed
These uncommon races remain
families, frequently in secret, while others are
optional, and their availability (or even
given to religious orders, such as priests of
existence) is determined by the Dungeon
Hala.
Master.
Given that their name is a derivation of
Calibans: Humans corrupted by dark
“cannibal", calibans are widely considered
magic before birth, calibans take the place
brutish and savage beings. Many fit the
of half-orcs, as orcs are unknown in the
stereotype of petty brutes, but this is often a
Mists.
product of their upbringing. Being raised in
Gargoyles: Stone covered elemental
isolation and continually treated like a freak
guardians, gargoyles replace dragonborn,
makes many calibans into the monsters they
who are not native to the Land of the
are believed to be, but in truth calibans have
Mists.
the same innate capacity as humans for
Giomorgo: The half-Vistani have a
nobility or cruelty.
mixed heritage, with one parent being
Fringes of Society human and the other belonging to a
wandering tribe of gypsies.
Calibans are most frequently born in lands Dhampyrs: Touched by undeath,
where magic is common – such as Darkon, dhampyrs are living beings with some of
Hazlan, and Tepest – but adults can be found the powers of vampires.
in any land.
Calibans make their homes in secluded
areas where they will be left alone, such as
abandoned buildings, cellars, sewers, to show that they are not defined by their
graveyards, and ruins. They survive however appearance, if only to themselves. Others
they can, stealing and scavenging for food or believe themselves touched by darkness and
living off vermin or pets. As few calibans are hope to redeem themselves from the sins of
taught survival skills. They seldom live in the their parents. A few calibans believe that they
wild, but those that do find a peace commonly are being tested, being put through a crucible
denied their kin. or some divine challenge to reveal their true
nature. And some calibans are just fleeing
Little to Live For their old life, hoping to find a better place or
just escape prejudice.
An unfortunate number of calibans
embrace their perceived inhumanity, but
others set out to prove their humanity and
demonstrate that the nobility of their soul is
human.
These calibans take up adventuring, hoping

9
Caliban Names Merciless. When you score a critical hit
with a melee weapon attack, you can roll one
Caliban names are as diverse as their of the weapon's damage dice again and add it
appearance. Those fortunate enough to be to the damage of the critical hit.
raised by caring parents have names Languages. You can speak, read, and
appropriate to their parent’s culture or nation. write your regional language and one extra
The rest have unfortunate nicknames given by language of your choice.
their peers or frightened neighbours. These Subrace. Calibans vary greatly from land
are often insulting and descriptive of the to land. As it is the largest region, most
caliban's particular deformations. calibans come from the Core, but others hail
Some calibans choose a names for from distant clusters and look remarkably
themselves. These new names are descriptive different. Each caliban is still unique, but the
titles or simple, guttural sounds. types of deformities vary. Scholars theorize it
Chosen Names: Beastly, Clod, Clubbit, is the presence of different magics or forms of
Gruff, Jab, Krall, Loner, Lurk, Nobody, Rog, corruption that influences the caliban's
Shrott Shuck, Trog. appearance.
Caliban Traits Core
As a caliban from the fore Core, you look
Your caliban has a number of traits as a
twisted and asymmetrical. You might possess
result of their magical corruption.
a warped frame, uneven features, gangly
Ability Score Increase. Your Strength
limbs, or a pronounced hunchback. After a
score increases by 2.
lifetime of adversity, you have grown
Age. Calibans theoretically have a lifespan
particularly hardy.
similar to humans but their hard lives force
Ability Score Increase. Your
them to grow up quickly and often lead them
Constitution score increases by 1.
to an early end. They reach maturity in their
Relentless Endurance. When you are
mid-teens and seldom live longer than 75
reduced to 0 hit points but not killed outright,
years.
you can drop to 1 hit point instead. You can't
Alignment. Calibans have the same
use this feature again until you finish a long
potential for good and evil as humans, but
rest.
their treatment has made them fearful of the
other races and strangers, pushing them Shadowlands
towards neutrality. Many are wary of As a caliban from Nidala, you look
authority and lean towards chaos rather than diseased, as if afflicted with leprosy or beset
law. by tumours. You're not actually ill and carry
Size. Calibans are somewhat larger and no particular contagion, but simply resemble
bulkier than humans but are often slouched or the infected. Ironically, after a lifetime amid
hunched over so their full size is not apparent. the sick or in squalid conditions, you resist
You stand between 6 and 7 feet in height and disease far more than other folk. More than in
weigh 150 to 250 pounds. Your size is other nations, Shadowlands caliban are
medium. blamed for their own appearance.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your
Darkvision. The twisting magic has given Constitution score increases by 1.
you keen but animalistic senses. You can see Caliban Resilience. You have advantage
in dim light within 60 feet of you as if it were on saving throws against disease.
bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only
shades of gray.
Outsider. You gain proficiency in the
Intimidate skill.

10
Verdurous gargoyles is unknown. It is rumoured that
As a caliban of either the Verdurous Lands they are statues brought to life, or an
cluster or the island land of Rokushima evolution of the more common gargoyles.
Taiyoo, you have animalistic features rather Some believe that dread gargoyles were once
than deformations. You might have a mixture mortals corrupted by elemental forces, who
of human and bestial traits or even appear as have since forgotten they were ever human.
a human/beast hybrid. Your bestial nature
gives you keen senses and a natural cunning, Stone and Sinews
but you can be just as intelligent and civil as The outer skin of a dread gargoyle appears
any other race. to be cracked stone, but beneath these rocky
Many Rajian caliban are slain at a young scales, gargoyles are flesh and blood creatures.
age under the mistaken belief that they are a Their heavy hide does little to slow down the
rakshasa or lycanthrope. powerful creatures. Most gargoyles look
Ability Score Increase. Your Wisdom vaguely human, save their elfin ears, sharp
score increases by 1. teeth, and small row of horns across their
Improved Darkvision. Your darkvision brow. Gargoyles have four fingers on each
increases to 120 feet. hand, each topped with a sharp claw. Tall and
Keen Senses. You gain proficiency in the muscular, gargoyles stand close to 6 feet and
Perception skill. weigh 300 pounds or more.
Zherisian All gargoyles are tied to the elements,
As a caliban of Paridon, you are albino-pale especially earth which grants them great
and lithe, and unnaturally skinny, with skin strength and resilience. Their rocky exterior
stretched tightly over your protruding bones. ranges in colouration from a dull grey to a
Your joints are large and knotty, increasing sandy brown. Some have a marbled exterior
your skeletal appearance, but giving you a with ribbons of colour decorating their hides.
superior range of motion. Gargoyles are hairless, but grow small horns
Ability Score Increase. Your Dexterity across their head. The pattern and shape of
score increases by 1. these horns varies between gargoyles, possibly
Slight Frames. You can add your along family lines. Common patterns of horns
proficiency bonus to Dexterity checks to include small brow ridges, short curving
squeeze through tight spaces or escape from horns, or long straight horns the run close to
restraints. Additionally, whenever you make a the scalp.
Dexterity (Acrobatics) check to escape a Being resistant to nature, gargoyles
grapple you care considered proficient in the feel little need to wear clothing. Most dress in
Acrobatics skill and add double your simple tunics or loincloths, employing a belt
proficiency bonus to the check, instead of your as a place to store items. When forced to
normal proficiency bonus. travel in human lands, they wear long cloaks,
often wrapping themselves in rags to pose as a
leper or other ill vagabond.
Dread Gargoyle
“As when, O lady mine, With chiselled touch The Cool as Stone
stone unhewn and cold Becomes a living mould,
The more the marble wastes, The more the statue Unsociable, dread gargoyles prefer to avoid
interacting with others, seldom socializing
grows.”
even with their own kind. They enjoy silence,
-Michelangelo communicating with their actions over their
As much stone as flesh, dread gargoyles are words. A gargoyle never says with a sentence
a rare and forgotten race that dwells unseen in what they can communicate with a word and a
the remnants of humanity. They lurk in ruins gesture. To other races, gargoyles seem
and graveyards, guarding the ancient grounds contemplative or introspective, or are
for reasons unknown. The origins of dread dismissed as slow or even unintelligent.

11
Gargoyles may not socialize with their kin, are scavengers. They find cast off or forgotten
but they seldom live alone. Gargoyles live and items and claim them as their own, repairing
share territory with an extended family, them to the best of their ability. Useful tools
known as a flight. The reproduction of dread and weapons that are in decent condition are
gargoyles is unknown, but flights shift in passed down the flight, being heirlooms used
numbers over the years. Sages currently by gargoyle after gargoyle. Dread gargoyles
believe an elemental spirit is drawn to will go to great lengths to repair or reclaim an
gargoyle flights, using available minerals to heirloom despite it being much easier to
fashion a body, but other research insists acquire a replacement.
gargoyles hatch from rock-like eggs. Gargoyles
themselves are silent on the issue, save Hidden Watchers
mentioning that they believe the souls or their It is rare for a gargoyle to leave its territory,
ancestors are reborn. as that would be leaving it undefended. The
A gargoyle seldom shows their sadness or most common reason for a gargoyle to leave is
rage and always keeps their emotions in if it is necessary to pursue intruders. If the
check. This is not to say they are unfeeling flight believes the intruders will return in
creatures. With the fury of the elemental larger numbers, a gargoyle might be sent to
chaos hiding in their veins, gargoyles are scare them off or otherwise see that they never
innately passionate and prone to mood return. Other times an interloper will cause
swings. However, hatchlings are quickly lasting damage to a gargoyle's territory and
taught patience and self-control. retribution is necessary, or something
Dread gargoyles live for centuries and valuable will have been taken from the flight's
can reach 300 years before succumbing to land which must be recovered.
decay and moss. They have the patience of Gargoyles might leave to seek supplies
eternity and are never in any rush to act. necessary for the survival of their flight, such
Gargoyles consider their options carefully as food during lean years or medicine for
before acting, and regularly reflect on the illnesses. Others leave for less altruistic
past. Mistakes weigh heavily on a gargoyle, reasons, such as revenge or curiosity; it is not
who will brood on their errors for decades to unknown for young, rebellious gargoyles to be
come. unsatisfied with guarding their land and seek
new experiences. Other times a larger danger
In Man's Shadow might arise that threatens the flight's
Gargoyles are innate guardians, defensive territory, and a gargoyle must involve itself
of their lands and broach few intruders. While with the outside world to protect its flight.
territorial, gargoyles seldom attack those who Those gargoyles that do leave avoid
trespass in their lands, saving their ire for drawing attention to themselves, moving at
those that bring harm or wish to plunder their night or avoiding populated areas. They might
territory. Territory is inherited, passed from move across rooftops to avoid the streets or
elder gargoyles to their kin, always staying make a detour of several miles to avoid a
with their flight. Sages wonder if gargoyles populated settlement.
have been guarding ruins since the buildings
were new, or if the gargoyles claimed already Gargoyle Names
abandoned spaces. As dread gargoyles seldom interact with
As creatures of the elemental earth, other races beyond their small flight, names
gargoyles are not entirely at home in the are unnecessary. Gargoyles identify each other
mortal realms. Gargoyles do not build homes. based on physical features: the colour of their
They make no art, forge no tools, and sow no scales, the shape or their horns, or a
crops. They make their territory in forgotten noteworthy personality trait. Gargoyles that
spaces built by other peoples. spend enough time with other races are often
As they seldom craft items, dread gargoyles given a nickname, but these vary greatly.

12
Flight Names: The One With Goat
Horns, The One With Ochre Scales, The One
With Keen Eyes, The One With Mist White
Eyes, The One Who Flies Too High, The
Designer's Note: Angels in
Scarred One, The One Who Climbs Trees. the Night
More than other races, the gargoyle is
Gargoyle Traits optional.
Unlike the other races in this
Your gargoyle character has a number of document, the gargoyle doesn't come
traits tied to their individual strengths. from established Ravenloft lore, being a
Ability Score Increase. Your Strength new addition for this product. It exists to
score increases by 2. fill the mechanical gap left by the absence
Age. Young gargoyles grow quickly. They of the dragonborn, a race wholly unsuited
walk hours after hatching, attaining the size for Ravenloft. Rather than just removing
and development of a 10-year-old human by dragonborn and encouraging DMs to ban
the age of 3, and reach adulthood by 15. Once the race, it seemed preferable to give an
they reach maturity, gargoyles age at half the alternative. Just like the calibans are the
rate of humans, living a couple centuries. replacement for half-orcs in a world
Alignment. Gargoyles are territorial and without orcs, gargoyles fill the mechanical
protective, tending towards lawful alignments. role of dragonborn but are more
They have no predilection towards good or thematically appropriate.
evil. Some DMs might feel comfortable
Size. Gargoyles are as tall as humans but allowing an inhuman race of gargoyles
much heavier, standing 6 feet tall and into the fantasy horror Ravenloft
averaging almost 300 pounds. Your size is campaign, while other DMs might prefer
medium. to exclude them from their human-centric
Speed. Your base walking speed is 30 feet. gothic horror Ravenloft campaign. I leave
Stoney Scales. Your durable hide the choice to them.
protects you from much harm. You have
resistance to a damage type of your choice:
acid, cold, fire, lightning, or poison. or fear rather than manipulation.
Languages. You can speak, read, and Ability Score Increase. Your Charisma
write your regional language and one extra score increases by 1.
language of your choice. Breath Weapon. You can use your
Subrace. There are three types of dread action to exhale destructive energy. Your
gargoyle, whose connection to the elements breath weapon uses the same damage type as
manifest in different ways. Flame-gazers can your stoney scales ability.
focus their elemental power into a blast of When you use your breath weapon, each
energy, sky-watchers have wings large enough creature in the area of the exhalation must
to carry them aloft, and stone-lurkers can hold make a saving throw, determined by the
still enough to be mistaken for an unmoving damage type. The DC for this saving throw
statue. equals 8 + your Constitution modifier + your
proficiency bonus. A creature takes 2d6
Flame-gazer
damage on a failed save, and half as much
As a flame-gazer gargoyle, the power of the
damage on a successful one. The damage
elementals flows through your blood. It burns
increases to 3d6 at 6th level, 4d6 at 11th level,
inside you, urging to be unleashed. You are
and 5d6 at 16th level.
more passionate than other gargoyles, quickly
After you use your breath weapon, you
responding to threats and intruders in your
cannot use it again until you complete a short
territory. Flame-gazers are less subtle than
rest or a long rest.
other gargoyles, preferring dramatic actions

13
Damage Type Breath Weapon score increases by 1.
Acid 5 × 30ft. line (Dex. Lurking. You can remaining motionless
save) for prolonged period, assuming the
Cold 15 ft. cone (Con. save) appearance of lifeless stone. As an action you
Fire 15 ft.cone (Dex. save) can freeze in place, allowing you to make a
Lightning 5 × 30 ft. line (Dex. Dexterity (Stealth) check to hide, even when
save) not obscured or otherwise unseen. While you
Poison 15 ft.cone (Con. save) may be seen, creatures whose passive Wisdom
(Perception) will assume you are an immobile
Sky-watcher statue. You can remain hidden as long as you
You possess small bat-like wings that allow wish, so long as you do not move or take any
you to catch the air, falling without fear of action. You cannot do this while being
injury. As you gain strength, you can catch air observed, and intelligent creatures familiar
currents to travel short distances or even fly with an area might question the sudden
for a short period. Sky-watchers prefer nesting appearance of a six-foot statue.
up high, and find perches with a view, living
atop towers or spires. Sky-watchers tend to be Giomorgo
passive even for gargoyles, watching the world
“28 May.--There is a chance of escape, or at any
from above and only acting if absolutely
necessary. rate of being able to send word home. A band of
Ability Score Increase. Your Wisdom Szgany have come to the castle, and are encamped
score increases by 1. in the courtyard. These are gipsies. I have notes of
Wings. When you fall from a height that them in my book. They are peculiar to this part of
would cause falling damage, as a reaction you the world, though allied to the ordinary gipsies all
can slow your descent. You fall at a rate of 30 the world over. There are thousands of them in
feet per round for 1 minute or until you land. Hungary and Transylvania, who are almost outside
When you reach 3rd level, you can glide. You all law. They attach themselves as a rule to some
can use a bonus action to gain a fly speed great noble or boyar, and call themselves by his
equal to your walking speed for 10 minutes, name. They are fearless and without religion, save
but half your movement must be downward, superstition, and they talk only their own varieties
either diagonally or straight down. When you of the Romany tongue.”
reach 5th level, you can fly. You can use a
-Bram Stoker, Dracula
bonus action to gain a fly speed equal to your
Giomorgo are the offspring of a nomadic
walking speed for 10 minutes. Additionally,
Vistani gypsy and a giorgio or non-Vistani. An
your glide speed increases to twice your
offshoot of humanity, the Vistani are a
walking speed.
separate people by both choice and nature.
After you use your wings to glide or fly, you
They are feared throughout the Mists for their
cannot use them again until you complete a
magical powers, especially the Evil Eye. Half-
short rest or a long rest.
Vistani possess some of the magical powers
Stone-lurker inherent to their heritage but their magic is
Despite your rocky appearance, you move weak as their blood is diluted.
with surprising grace. Stone-lurker gargoyles
are subtle and secretive, preferring to be Not Of The Blood
unseen and striking at intruders through Lean and quick-witted, few trust the sly
presumed accidents or natural events, giomorgo. While technically human, half-
manipulating people into avoiding their Vistani are less diverse and varied than
territory. They are the most quiet of gargoyles, humans, being slightly taller and thinner on
being even more patient and calm, never average. They range between 5-and-a-half feet
being hasty or letting themselves be rushed. to a little over six feet tall and weigh 120 to
Ability Score Increase. Your Dexterity 200 pounds.

14
Half-Vistani favour their Vistani parent mercenary companies, traders, messengers, or
and have angular, aquiline features. They even travelling carnivals. Some have a home
possess dusky or olive skin, and almost that they return to when not travelling, while
universally have dark hair and eyes. Vistani others simply live on the road.
hair is straight and thin but a few giomorgo Those giomorgo that do not take to the
have wavier hair. road live among humans. There are no
Some half-Vistani attempt to appear communities of half-Vistani. Some try to
human, dressing in the local fashions and blend into humanity living within human
rejecting Vistani garb. Others proudly clad cities and settlements. Others live on the
themselves in the bright Vistani colours, edges of civilization, making a living farming
wearing baggy trousers, loose shirts, and or ranching where they are not continually
colourful vests accessorized with long scarfs reminded they are an outsider.
around the head or waist. While dressed as
such, they can pass as a Vistani to a human Seeking Meaning
giorgio, but any true Vistani will recognise Giomorgos often take to adventuring out of
them as giomorgo on sight. Between Two a desire to find a purpose in life or forge a
Worlds legacy, frequently after being denied a place in
Giomorgo are passionate and pessimistic their family trade or lineage. Many giomorgo
by nature, haunted by unhappy childhoods. become adventurers after falling in with other
The cultural divide runs deep, so few outsiders and outcasts, accidently become
giomorgo ever grow up knowing both parents. adventurers while seeking happiness in new
It is rare for the Vistani to raise a giomorgo; lands or foreign nations.
most often the Vistana parent moves on in the
night, abandoning the child to a giorgio Giomorgo Names
family. Often the child is given to the other
parent, but sometimes the infant is just left on Giomorgo typically only have a given name.
a convenient doorstop or in front of a church. Those raised by giorgio are often given local
Giomorgo children may be cared for but names, and some are allowed to keep their
never truly accepted. A giorgio family fears the giorgio's family name. Others are denied the
child will develop the talents of the Vistani, family name and identified by their homeland
while a giomorgo is not truly “of the blood” or community. Giomorgo raised or named by
and is unable to share the Vistani experience. Vistani are given traditional names and lack a
The mixed heritage of the Vistani has its family name, instead being identified by their
cost: Giomorgo are prone to insanity and most lineage.
suffer from a unique form of lunacy. During Male Names: Bela, Grigori, Iosif, Karol,
nights of the full moon, half-Vistani become Ludovic, Nicu, Pyotr, Simione, Stefan, Vasile.
irritable during the day and feel the Female Names: Ana, Eliza, Isabella,
irresistible urge to run free under the night Lena, Natasha, Papusza, Rozalina, Sofya,
sky. This restlessness and anxiety is known as Ursula, Yvonne.
lunatio (or moon madness) by the Vistani.
Giomorgo Traits
Home on the Road Vistani blood gives your giomorgo
Vistani are nomadic, never staying in the character a number of traits.
same place for long. They travel the world in Ability Score Increase. Your Wisdom
painted vardo: a horse-drawn wagon. While score increases by 2.
giomorgo do not suffer the same irresistible Age. Giomorgo reach adulthood in their
need to travel, they still feel an innate late teens and live less than a century.
wanderlust. Alignment. Giomorgo no more inherently
Many half-Vistani find work that allows good or evil than any other humans. However,
them to travel, such as in merchant caravans, most spend their lives alienated from society

15
and grow to distrust authority. As a result, superstitious townsfolk. When the Boem are
giomorgo favour chaos over law. camped, and there are no outsiders present,
Size. Giomorgo vary widely in height and the Vistani are more tense and brooding, and
build, from barely 5 feet to well over 6 feet prone to telling tales of tragedy and singing
tall. Regardless of your position in that range, songs of horror.
your size is Medium. The two Boem tribes are the Corvara and
Speed. Your base walking speed is 30 feet. the Naiat. The Corvara are natural con artists
Evil Eye. You know the guidance cantrip. but have little natural showmanship, and
When you reach 3rd level you can cast the hex instead offer unsavoury diversions such as
spell once per day. When you reach 5th level, gambling, narcotics, and cockfighting. The
you can also cast the bestow curse spell once Naiat are skilled at training animals for show,
per day. Wisdom is your spellcasting ability with their dogs and horses raised to perform
for these spells. tricks and stunts.
Moon Madness. During the three days Ability Score Increase. Your Charisma
the full moon, while you are indoors or score increases by 1.
underground, you have disadvantage on Sly Wit. You have proficiency in the
Wisdom (Perception) checks and Intelligence Deception skill.
(Investigation) checks. Additionally, in order Tool Proficiency. You gain proficiency
to take a short or long rest you must first with the tools of your choice: forgery kits, a
make a DC 10 Wisdom saving throw. musical instrument, or thieves' tools.
Nature Affinity. Whenever you make a
Wisdom (Survival) check related to Giamarga
navigation, identifying plants and animals, or Less common than the pairing of a Vistani
starting a fire, you are considered proficient in and a human giorgio is one between a Vistani
the Survival skill and add double your and an elf. Known as giamarga, most of these
proficiency bonus to the check, instead of your are normal half-elves, but some take after
normal proficiency bonus. their Vistani parents and have the abilities of a
Languages. You can speak, read, and giomorgo.
write two regional languages of your choice. If Unsurprisingly, giamarga are most
raised by the Vistani you also speak Patterna, common in lands where there are elves, such
but if raised by humans you gain one extra as northeastern Darkon and the misted woods
language of your choice. around Sithicus. A curious number are also
Subrace. Vistani are divided into three found in Tepest, Barovia, and other lands
tasques, each of which is comprised of several bordering the Shadow Rift.
different tribes that are essentially extended Ability Score Increase. Your Dexterity
families. The natural talents and inclinations score increases by 1.
of a giomorgo depend on the tribe of their Fey Ancestry. You have advantage on
parent. The children of two half-Vistani have saving throws against being charmed, and
the tribe of only one parent. The children of magic cannot put you to sleep.
half-Vistani are never true Vistani: the Kaldresh
introduction of human blood irreversibly Vistani of the Kaldresh tasque are practical,
taints the bloodline. concerned with trade and crafts rather than
Boem mysticism or entertainment. Kaldreshites
The hallmark of Boemians is ostentation. have an unusual talent for finding conflict.
They specialize in entertainment and similar Whenever blood is about to be spilled in
services. While travelling, Boem caravans are battle, it seems the Kaldresh have arrived and
filled with music, and members of the tasque are ready to sell weapons and supplies.
sing as they go about their daily business. As The three Kaldresh tribes are the Equaar,
proud as they are passionate, the Boem the Kamii, and the Vatraska. The Equaar are
privately lament having to play the fool for animal breeders and trainers, and their

16
caravans are surrounded by small herds of
animals. The Kamii are known for their
Dhampyr
metalworking, which has been said to rival the “But first, on earth as vampire sent,
craft of dwarves. The Vatraska are healers and Thy corse shall from its tomb be rent:
herbalists, but are known for their potions as Then ghastly haunt thy native place,
much as their poultices. And suck the blood of all thy race;”
Ability Score Increase. Your - Lord Byron, The Giaour
Intelligence score increases by 1. Born from death, dhampyrs are the
Desensitized. You have advantage on offspring of the survivor of a vampire attack,
saving throws against being frightened. someone almost turned to undeath but saved
Tool Proficiency. You gain proficiency prior to death. Those who survive their early
with herbalism kits, land vehicles, or the years face a lifetime of fear and mistrust: their
artisan’s tools of your choice: brewer's pallor, unearthly reflexes, and unnatural
supplies, carpenter's tools, jeweler's tools, beauty mark dhampyrs as scions of the night
smith’s tools, or woodcarver's tools. as surely as their sensitivity to bright lights.
Dhampyrs do not need to consume blood to
Manusa survive, but have a powerful desire for blood
Aloof and exotic, the Manusa are the that nothing else can truly sate.
smallest of the tasques. Manusa cannot be Not all dhampyrs are descendants of
found unless they wish to be, and are said to vampiric victims. The victim of a vicious
be affected by time differently than other vampire attack can become a dhampyr,
races. When encountered, the Manusa are especially if they barely escape undeath
taciturn and reticent and their answers to themselves. If a vampire assaults or turns a
questions – if any – are short and cryptic. The woman with child, the infant – if it survives –
Manusa practice no craft and have few can be born a dhampyr. A few rare dhampyrs
interactions with giorgio, but seem able to are the progeny of the the rare and unnatural
provide for themselves. When they seek out union of vampires and mortals, typically a
the giorgio it is because they want a service, vampire father and a mortal mother.
not to provide one.
The two Manusa tribes are the Canjar and Touch of the Grave
the Zarovan. The Canjar are naturally magical
and many have skill in creating magical items, Dhampyrs resemble their mortal parent
although these are never for sale. The Zarovan with subtle signs of their connection to death.
are feared even by other Vistani, and have Tall and slender, dhampyrs fall within the
strange powers over the Mists. range of humans, and are between 5 1/2 feet
Ability Score Increase. Your to over 6 feet tall and weigh 125 to 180
Intelligence score increases by 1. pounds. While they possess all the diversity of
Bend Time. You can take a bonus action humanity, dhampyrs have paler skin and
or reaction while incapacitated. Once you use darker hair than others of the ethnicity. Most
this feature, you can't use it again until you also have pronounced canine teeth and
complete a long rest. piercing red eyes, along with many secondary
characteristics of vampirism: pointed ears, a
single, connected eyebrow, bestial features, or
hairy palms.
For reasons unknown, the vast majority of
dhampyrs are human. It is speculated that
other races are just more resistant to
vampirism than humans. Non-human
dhampyrs have the same traits as other
dhampyrs but the size of their base race, albeit
tall and thin.

17
Alone in the Night age with makeup and hair dye, reinventing
themselves as relatives or descendants every
Dhampyrs are symbols of a nocturnal few decades. A few try and find a home
world most folk are happier pretending does amount longer lived races such as elves or
not exist. They are not welcomed by most dwarves, but their unnatural natures make
people and commonly seen as monsters. them unwelcome.
There is also the fear dhampyrs that will rise
after their death, becoming true vampires. It Seeking Redemption
is rare for dhampyrs to have happy
childhoods. To their parents dhampyrs are a Those dhampyrs that become adventurers
continual reminder of violence: the often do so out of necessity, simply as a means
embodiment of a violent assault. Many reject to survive in the world or to prove that they
their child, or have trouble bonding with the are not monsters from birth. Like tieflings,
unnatural infant. Other dhampyrs alienate many people they are believed to have
their family as youths, through aggression or innately evil souls dooming them to a foul
antisocial behaviour. Those few dhampyrs afterlife. Some rejoice in this assured
that are accepted by loving families do not damnation, as it means their fate is sealed and
escape tragedy, as they are cursed to outlive they can act however they wish, but others try
family and friends, living long enough to to earn a place in Paradise through good
watch siblings and even children grow old and deeds and continual self-sacrifice. A few
die. become vampire hunters, either for simple
Necrotic energies influence the emotions of revenge or striving to save others from their
dhampyrs, making them aggressive and fate.
predatory. Dhampyrs instinctively Their long lives also mean dhampyrs might
categorizing people as pack members, take to the adventuring life out of boredom:
competition, or prey. They find happiness having tried their hand at many other
fleeting and shallow, making them naturally mundane professions, unusual occupations
melancholy, and most are brooding and are appealing.
pragmatic.
Dhampyr Names
Life Among Death Dhampyrs are named by their parents
There are no communities of dhampyrs: based on their homeland and culture. Most
the bloodline is rare enough that dhampyrs dhampyrs change their name over the years,
seldom meet others or their kind. The new as they assume new identities to hide their age
necrotic energies that create a dhampyr are or to escape their past. They tend to keep at
also not herititary, and their children are not least one of their names as a reminder of their
dhampyrs. Unions between two dhampyrs are past; some retain their family name to remind
rare enough to be almost unknown, but even themselves of their kin, while others keep
these unions produce normal humans, albeit their given name.
tall and gaunt.
Dhampyrs live their lives among humanity,
Dhampyr Traits
often pretending to be human, sometimes Your dhampyr character has several
even to themselves. Few dhampyrs remain in unnatural powers derived from their undead
one place for too long, as their lack of aging lineage.
quickly draws unwelcome attention. Most Ability Score Increase. Your Dexterity
move from city to city, seldom tarring for score increases by 2.
longer than a few years. Others abandon a Age. Dhampyrs mature at the same rate of
stationary life and live nomadically, joining humans but their aging slows after puberty,
merchant companies, mercenary bands, or and they can live to be over 4 centuries old.
other travelers. A few dhampyrs pretend to Most retain their youthful looks until their last

18
decades, when they rapidly age. and your eyes have a slightly crimson iris that
Alignment. Dhampyrs’ unnatural hunger catches the light like a cat’s. Your canine teeth
pushes them to acts of violence, and their dark are slightly elongated and pointed, but are not
emotions put them at odds with society. They so large as to be easily noticed. While
lean towards chaos, but their partial humanity attractive, your charm is not entirely
means dhampyr are not automatically evil. mundane, and creatures that catch your gaze
However, it is more common for them to can become bewitched.
succumb to temptation and become evil than Ability Score Increase. Your Strength
to resist and remain good. score increases by 1.
Size. Dhampyrs are the same height as Improved Darkvision. Your darkvision
human but tend to be more thin and lithe than increases to 120 feet.
the average human. Your size is Medium. Stryg Blood. You know the friends
Speed. Your base walking speed is 30 feet. cantrip. When you reach 5th level, you can
Darkvision. Born into a twilight world, cast the misty step spell once per day.
you are not inconvenienced by the night. You Charisma is your spellcasting ability for these
can see in dim light within 60 feet of you as if spells.
it were bright light, and in darkness as if it Sunlight Sensitivity. When you, the
were dim light. You can’t discern color in target of an attack, or an object you’re trying
darkness, only shades of gray to perceive is in direct sunlight, you have
Bloodthirsty. Feasting on the lifeblood of disadvantage on attack rolls, as well as on
the living increases your healing and gives you Wisdom (Perception) checks that rely on
renewed vigour. During a short rest you can sight.
drink the blood of a willing or helpless living
creature. This forces the creature to spend a Nosferatu
Hit Die. The creature receives no benefit from Also known as vrykolaka, nosferatu are a
this Hit Die, but you regain hit points equal to rare breed of vampire that possesses
1d6 + your Constitution modifier. immortality but not eternal youth, growing
Slow Metabolism. You can survive on ever more withered and deformed over the
half the normal amount of food and water. centuries. Nosferatu occasionally become
Vampiric Resistance. Your necrology infected with diseases, and while their
gives you resistance to necrotic damage. undeath prevents them from succumbing to
Languages. You can speak, read, and illness it does not cure the disease, leaving
write Common and one extra language of your them perpetual carriers.
choice. Kin to nosferatu vampires, you have the
Subrace. The varieties of vampire long life of other dhampyrs but age normally.
bloodlines result in three different types of While you retain your vigor until late in life,
dhampyrs. The stryg is most common, often you eventually appear ancient and decrepit.
being equated with dhampyrs as a whole. The You no longer look human, being unnaturally
nosferatu and obiri dhampyrs are related to pale, bald, and with pronounced fangs. You
the vampires of the same name; the former may have sharp canines, but some nosferatu
prefer to hide their existence, while the latter have elongated incisors instead.
are harder to identify as dhampyrs and often Ability Score Increase. Your
go unnoticed. Constitution score increases by 1.
Fangs. Your pronounced fangs are a
Stryg deadly weapon. You are proficient with your
Descended from common vampires, the bite, which is a melee weapon that deals 1d4
stryg are often consider synonymous with piercing damage. This counts as an unarmed
perceptions of dhampyrs. You have the attack.
unearthly beauty and charm of your Nosferatu Blood. You know the friends
progenitor, along with their prenatural cantrip. When you reach 5th level, you can
strength. You have pale skin, sharp features, cast the spider climb spell once per day.

19
Charisma is your spellcasting ability for these aversion to light of other vampire-kin. You
spells. have coarse hair and are stockier than other
Sunlight Sensitivity. When you, the dhampyrs, but retain the agility and piercing
target of an attack, or an object you’re trying eyes.
to perceive is in direct sunlight, you have Ability Score Increase. Your Charisma
disadvantage on attack rolls, as well as on score increases by 1.
Wisdom (Perception) checks that rely on Homeland Dependency. You are bound
sight. to your homeland, and cannot sleep beyond
its borders. If not in your homeland, you must
Obiri carry soil from your birthplace. Only a small
Obiri vampires are feared by even amount of earth is needed, enough to fill a
experienced vampire hunters. Known as locket or small pouch. Without the soil you
daywalkers for their ability to ignore the light must succeed on a DC 15 Wisdom check to
of the sun, obiri possess a wide range powers take a long rest.
that vary between individuals. Thankfully, the Obiri Blood. You know the friends
obiri bloodline is rare, and their dhampyr cantrip. When you reach 5th level, you can
descendants are even rarer. cast the invisibility spell once per day.
You look more human than other Charisma is your spellcasting ability for these
dhampyrs, lacking red eyes, pallor, fangs, and spells.

20
CHAPTER 2: CLASSES AND FEATS
Filled with righteous fury, the anchorite of
Ezra protects her flock from the legions of the Faerie Hunter
night, though it may cost her life. A Kartakan Mixing spellcraft with weaponry, the
skald sings with the passion of a lone wolf. barbarians known as faerie hunters are
Quick rapier strikes like flashes of lightning educated in sorcery by fey beings such as
denote the skill of a Dementlieuse fencing unicorns, dryads, or the eladrin. Arcane magic
master. comes easily to these warriors, even when
The Land of the Mists is filled with gripped with wild fury. Faerie hunters are
individuals of skill and cunning. More than often guardians of enchanted woodlands, or
others, adventures feel the weight of living in a act as a bridge between mortal lands and
land consumed by darkness, even if the source magical realms.
and nature of this burden is unknown. Magic A faerie hunter lacks the uncouth savagery
is rare in the Mists, but adventurers are among of most barbarians, but instead possess an
the few who possess the skill and talent to use alien mindset. They are not beings of mindless
magic. rage but burning passion, their emotions
unrestrained by mortal morality. Faerie
Barbarian hunters can be fickle and unpredictable,
"Cities do not interest me. With their dirty rivers, possessing the innate chaotic nature of the fey.
foul air, and crowded streets. Give me the wilds any Faerie hunter barbarians are most
day." commonly found in the enchanted woods of
Hailing for uncivilized regions, barbarians Sithicus, as the high elves of that forest
are rare in much of the Core, being more embrace the alien mindset of the barbarian or
common in rural backwaters for forgotten ensorcerer mortals to fight on their behalf.
corners of the land. Most are not born to the Karatakans also sometimes follow this path,
wilds but are independent spirits who reject mixing martial skill with passion and lyrical
society for a life among nature, or those whose magic.
boundless rage alienates them and drives them Spellcasting
away from civilization. When you reach 3rd level, you augment
Barbarians that focus on pure berserk rage your martial prowess with the ability to cast
are often cursed with uncontrollable anger. spells. See chapter 10 of the Player’s
Some barbarians are possessed by a spirit of Handbook for the general rules of spellcasting
fury, and the Vistani have been known smite and chapter 11 for the sorcerer’s spell list.
cruel or thoughtless individuals with an Cantrips. You learn three cantrips of your
accursed rage, the punishment occasionally choice from the sorcerer spell list. You learn an
being passed down bloodlines. Berserkers are additional sorcerer cantrip of your choice at
occasionally the survivor of tragedy, their rage 10th level.
equal parts grief and remorse. There are a Spell Slots. The Faerie Hunter
number of barbarians that draw strength from Spellcasting table shows how many spell slots
totem animals. Human barbarians in Verbrek you have to cast your spells of 1st level and
and Kartakass frequently emulate wolves, higher. To cast one of these spells, you must
while barbarians of Valachan call on panthers. expend a slot of the spell’s level or higher. You
Dwarven barbarians clad themselves in the regain all expended spell slots when you finish
skin of bears in the hope of channelling a long rest.
animalistic fury. Spells Known. You know two 1st level
sorcerer spells of your choice, which must be

21
from the abjuration and transmutation maintain concentration on the spell.
schools. The Spells Known column of the
Faerie Hunter Spellcasting table shows when Faerie Hunter Spellcasting
you learn more sorcerer spells. Typically these -spellcasting slots
spells must be abjuration or transmutation Barbarian Cantrips Known per spell level-
spells of a level for which you Level Known Spells 1st 2nd 3rd 4th
have spell slots, but the spells you learn at 3rd 3 2 2 - - -
8th, 14th, and 20th level can come from any 4th 3 3 3 - - -
school of magic. 5th 3 3 3 - - -
Whenever you gain a level in this class, you 6th 3 3 3 - - -
can replace one of the sorcerer spells you know 7th 3 4 4 2 - -
with another spell of your choice from the 8th 3 5 4 2 - -
sorcerer’s spell list. Normal requirements, 9th 3 5 4 2 - -
such as spell level and school, still apply when 10th 4 6 4 3 - -
replacing a spell. 11th 4 7 4 3 - -
Spellcasting Ability. Charisma is your 12th 4 7 4 3 - -
spellcasting ability for your sorcerer spells, 13th 4 8 4 3 2 -
since you either innately know your magic or 14th 4 9 4 3 2 -
were taught it by fey beings. You use your 15th 4 9 4 3 2 -
Charisma whenever a spell refers to your 16th 4 10 4 3 3 -
spellcasting ability. In addition, you use your 17th 4 10 4 3 3 -
Charisma modifier when setting the saving 18th 4 10 4 3 3 -
throw DC for a sorcerer spell you cast and 19th 4 11 4 3 3 1
when making an attack roll with one. 20th 4 12 4 3 3 1

Spell save DC = 8 + your proficiency bonus +


your Charisma modifier Sorcerous Might
At 14th, when you spend your action to cast
Spell attack modifier = your proficiency bonus an abjuration or transmutation spell with a
+ your Charisma modifier
duration of at least 1 minute using a spell slot
Focused Mind of 2nd level or lower, you can choose to rage as
Starting when you choose this path at 3rd part of the same action. The spell lasts for the
level, while raging you can cast cantrips and duration of your rage and you do not need to
maintain concentration on a spell. maintain concentration for the spell. When
Additionally, if you cast an abjuration or you to fall out of rage, the spell also ends.
transmutation spell that targets yourself while
raging, your rage does not end that turn. Bard
"Hark, and listen to a tale of tragedy and woe, of a
Warding Defence
At 3rd level, you have learned to magically warrior jealous of his brother's love."
ward yourself from harm. You can use Bards have many names and many roles,
Charisma modifier instead of your being skalds to the dwarves, loresingers to the
Constitution modifier for Unarmoured fey, and minstrels to humans. Bards are
Defence. common throughout the Core. Those hailing
from the civilized West live as courtly
Single-Minded minstrels or stage magicians, while bards from
Beginning at 6th level, you add double your the wild central core entertain in inns and
proficiency bonus to Constitution saving carry news and gossip between towns, and
throws to maintain your concentration. If you bards from the East act as court magicians or
fail a concentration check while raging, you travel as members of theatrical troupes.
can use your reaction to end your rage early to The University of Dementlieu has several

22
programs dedicated to arcane lore, and the Bonus Proficiencies
magical training of that nation's stage At 3rd level, when you join the College of
magicians gives rise to many bards. The Theatrics, you gain proficiency in the
College of Liffe also has a respected music Deception skill, the Disguise kit, and one skill
program that produces its share of bards, both or set tools of your choice.
of Colleges of Lore and Valor. The elven races
are noted for their bardic traditions, the magic Subtle Enchantment
of song being respected by the wood elves of Also starting at 3rd level, creatures are less
Darkon, who regularly mix swordplay with aware that you have used magic to influence
magic. Kartakass has a proud skaldic tradition, their behaviour. When a spell you cast that
with regular musical competitions and small charmed a creature ends, as a reaction you can
musical schools; the history of the land is held make a Charisma (Deception) check contested
in the songs of its bards. Gnomes are also by the creature’s Wisdom (Insight) check. If
often bards for myriad varied reasons that few you succeed, the creature is unaware it was
other races fully understand. charmed.
Captivating Performance
College of Theatrics When you reach 6th level, you have learned
The bards of the College of Theatrics are how to grab the attention of a small crowd. As
taught how to capture and hold the attention an action you can begin a performance that
of an audience as well as alter their causes all creatures within 30 feet of you who
mannerisms, conceal their features, and veil can see and hear the performance to make a
their intentions. Lies come easily to these Wisdom saving throw against your bard spell
bards, who are as adept at making up tales as save DC or become charmed. Creatures that
retelling the truth. Many of these bards find succeed on this saving throw are immune to
work as actors and performers, whether it is your performances for 1 day. The performance
on their own or part of a travelling troupe. A lasts for 1 minute and must maintain
rare few find alternate uses for their skills, as concentration on the performance, as if you
confidence men or even spies. Few of these were maintaining concentration on a spell.
bards remain in the same place for long, and The performance also ends if you or one of
most journey between theatres, royal courts, your allies takes a hostile action against one of
or inns. the targets. You choose the nature of your
Bards of Theatrics are often dedicated to performance, such as a song, story, or dance.
their art. Many throw themselves into a role, Once you use this feature, you must finish a
adopting new mannerisms and habits, and short or long rest before you can use it again.
refusing to drop character before their Additionally, you can spend a use of your
performance is complete. Some even lose Bardic Inspiration to fascinate creatures
themselves in a performance, creating charmed by your Captivating Performance.
elaborate and detailed backstories. Other While they are charmed, fascinated creatures
bards have a stable of favourite characters have disadvantage on all Wisdom (Perception)
whom they can assume at a moment’s notice. checks and will not willingly move more than
The singing land of Kartakass is home to 60 feet from you. Fascinated creatures will
the College of Theatrics, training minstrels and follow you but will not walk into visible
skalds alike. The opera singers of Dementlieu dangers or hazardous locations.
occasionally follow this bardic path. It is said
Heightened Performance
that the Vistani have their own College of
Starting at 14th level, you can render the
Theatrics, but are reluctant to teach their
audience of your performance awestruck.
methods to outsiders. However, some bards –
While concentrating on your Captivating
especially giomorgo bards – have studied
Performance, you can spend a use of your
enough performances to learn the basics.
Bardic Inspiration to augment the effect, and

23
all creatures charmed by your Captivating you begin a performance that affects one
Performance must succeed on a Wisdom creature who can hear you within 60 feet of
saving throw or become stunned until the you, filling the target crippling depression that
performance ends. At the end of each of their lasts until the end of your next turn. When an
turns, a stunned creature can repeat the saving attack roll is made against that creature, you
throw to end this effect. can use your reaction to expend one of your
uses of Bardic Inspiration, rolling the Bardic
College of Threnody Inspiration die and subtracting the number
Singing songs of loss and lamentation, rolled from the creature's Armour Class. You
bards of the College of Threnody often perform can choose to use this feature after the attack
at funerals or give final rites to the dead. Their is rolled but before any results of the attack are
songs and elegies not only honour the dead but applied. The creature is immune if it can't hear
express the sorrow of their passing or remorse you or is immune to being charmed. You can
over deeds left undone. Bards of this college only affect one creature with this feature at a
are commonly known as dirgists, while the time.
college is dismissively called the "Graveyard Whispers of the Dead
School" and decried for its morbid and Also at 3rd level, the spirits of the departed
depressing songs. sometimes whisper to you while you perform,
Dirgists are often melancholy, tortured sharing their secrets and imparting forgotten
artists who struggle to capture motion in song, knowledge. When you make an Intelligence
all the while being too aware of their mortality. check to recall information regarding a dead
Others suffered a great loss, their songs a (or undead) creature, you can add double your
requiem for departed loved ones or past Proficiency bonus to the check.
failures. A few have a fascination with death
and undeath that borders on obsession. Graveyard Sonata
Threnody bards gain the inspiration for songs When you reach 6th level, you can wrap
through time spent in graveyards or yourself in eerie melodies, concealing your
mortuaries. When its members meet, they presence from undead. As an action, you start
often do so in large necropolises or ancient a performance that lasts until the end of your
mausoleums. next turn. During that time, each undead that
The College of Threnody is popular across can hear within 30 feet of you must make a
the island of Liffe, but the mournful dirgists Wisdom saving throw against your spell save
have become common in eastern Darkon. DC. If the undead fails its saving throw, you
Mournful songs that inspire feelings of loss or are hidden from that creature and treated as
remorse are especially popular there, even in invisible.
taverns and public performances. The elves of
Violent Crescendo
that region are particularly taken with the
Also at 6th level, your song reminds
song, their long lives making death all the
listeners of the inevitability death while
more painful, while Darkon's gnomes –
heralding victory. When a living creature you
already known for their fondness for the
can see is killed or reduced to 0 hit points, you
macabre and black humour – are drawn to this
can use your reaction to begin a performance
College. Unlike other bardic colleges,
that bolsters friendly creatures within 30 feet
Threnody is unpopular in Kartakass, and
of you. When a bolstered creature hits with an
funerals are a celebration of the dead's life and
attack and deals damage, they can end the
not a time to dwell on their loss.
effect to deal 1d6 additional damage.
Lamentful Fugue
Requiem
At 3rd level, when you join the College of
Starting at 14th level, personal loss fills
Threnody you can instill feelings of remorse
your song with a terrifying guilt and sadness.
and sadness in listeners. As a bonus action,
When a friendly creature that you can see is

24
reduced to 0 hit points or killed, as a reaction
you expend one use of your Bardic Inspiration
Druid
to perform a requiem. All creatures that you "Trees can speak if you are willing to listen."
choose within 60 feet you who can hear you Bonded to the wilderness, druids reject
must make a Charisma saving throw against civilization for the untamed world. They view
your spell save DC. On a failure, the creature themselves as defenders of nature, protecting
takes 3d8 psychic damage, or half as much on it from the encroachment of civilization and
a successful save. If the creature who reduced the unnatural. Druids are aware that the
your ally to 0 hit points is targeted by this horror of the night do not just threaten human
effect, that creature has disadvantage on the lives, and they work tirelessly to protect
saving throw. animals and purify defiled locations. Many
druids also know that nature in the Mists can
become malevolent, and work to end threats
Cleric from the natural world before they can spark
"May Ezra bless and keep you in her sights for the reprisals from civilized folk.
rest of your days." Druids are found throughout the Mists but
The gods are silent in the Mists. Even vocal are most common in the wild areas of the
deities from other realms are silent to their central Core. Some prefer to operate near
followers in the Mists. Clerics possess great civilization to better defend nature or ease the
faith: faith that the horrors they witness have a effects of man. A few druids – typically the
reason and faith that the gods have not arrogant Sithican elves – prefer to shape
abandoned their followers. They are chosen nature into a pleasing state rather than
from the devout followers of a deity, the lay preserve or defend ugliness. The Witches of
priests and common followers who are unable Hala operate throughout the Core and operate
to employ magic. as the Circle of the Land in the Core; while the
Most clerics in the Core follow Ezra, but a order includes sorcerers and some clerics the
number also heed the teachings of Belenus or majority are druids. The order protects ancient
the Lawgiver. Clerics following the teachings of knowledge and meets in sacred glades or
their Church, and work to spread its teachings. circles of standing stones. Druids of the Moon
The word of their superiors in the Church are are rarer in the Mists, being feared as
often as important as holy script. lycanthropes. Many hail from the dark woods
of the central Core, living at the fringes of
Anchorite civilization. They seldom live deep in the
Followers of Ezra, anchorites are not just wilderness, for even those woods are not safe
followers of the goddess but members of the for them.
clergy who are taught to tap into their goddess'
spiritual bond with the Mists. Anchorites are Fighter
respected for their divine command of the "Sir, yes sir!"
Mists, but even other followers of Ezra find Standing armies are common in the Core
them slightly unnerving. No one knows the full but open warfare is rare: few fighters are
price paid for assuming the role of a goddess forged in larger conflicts. Elite knightly orders
or presuming to influence the Mists. are also unusual, with few operating publically.
Anchorites can take the Channel Divinity Fighters are as likely to be common watchmen
power Shield of Ezra in place of the Divine and city guards as they are crusaders or
Domain feature normally gained at 6th level. swashbucklers. Mercenary companies also
Channel Divinity: Shield of Ezra exist, guarding trade routes between isolated
When you or a creature within 30 feet of settlements and protecting the interests of
larger merchant companies. Firearms have
you takes bludgeoning, piercing, or slashing
replaced swords and axes in the refined West,
damage you can use your reaction to give the
creature resistance to that instance of damage. encouraging local fighters to dabble in the art

25
of rogues and rangers. Those who prefer melee
tend to favour light blades over antiquated
Paladin
heavy weaponry. In the east, heavily armoured "Foul unholy beasts! You will never harm anyone
fighters with slow but deadly weapons are still ever again!"
the norm. Rare in the Mists, paladins are holy
Commoner fighters that were guards or warriors that seek out evil to destroy it,
watchmen tend to follow the path of the defending their flock from harm. While clerics
Champion, lacking the discipline and training live to teach and aid others, paladins lead by
to develop specialized skills. Many were example. It is their mission to protect the
hunters or other self-trained warriors. Battle bodies of people while clerics protect their
Masters tend to hail from academies, trained souls. Despite this, paladins are often
to be knights in the East or elite guards and considered misguided or deluded by the
officers in the West. Most come from the common folk, occasionally little more than
nobility, as few commoners have the resources religious fanatics.
needed to pay for the education. The fey woods Few races other than humans ever produce
of Sithicus are the primary source of Eldritch paladins. Elves lack the discipline while
Knights, as the high elves of that land have halflings prefer to remain unseen. The innate
long mixed sorcerer and swordcraft. As the taint of human-kin folk like teiflings, calibans,
University of Dementlieu grows in status that and dhampires appear to limit their ability to
nation is beginning to train soldiers in be paladins. Ezra, the Lawgiver, and the
wizardry and warfare, but so far this is limited Morninglord all frequently inspire paladins.
to a few exceptional students. Paladins of Ezra typically take the Oath of
Devotion, as that god teaches Her followers to
defend the weak and protect people from the
Monk Legions of the Night. The paladins of the
"Most would not consider pugilism an art, but my Lawgiver tend to focus on the eradication of
fists paint masterpieces on the canvas of my corruption and disorder and less on evil, and
enemies’ faces." most opt for Vengeance over Devotion.
Skilled in the art of combat, monks are as Followers of the Morninglord are split between
deadly with their hands as a fighter is with Devotion and Vengeance, as undead must be
sword or firearm. Many excel in speed and eradicated but innocents must be protected
swift movement while other simply prefer to and redemption must be offered to those who
duck and block blows. seek it. A few rare followers of Hala opt to take
When most folk think of monks they the martial path, and swear the Oath of
envision the agile and deadly warriors of Ancients. Green Knights are also occasionally
Rokushima Taiyoo with their unusual yet found among the elves of Darkon.
deadly weapons. Or they think of the exotic
warriors from the monasteries of that same Ranger
land with their coloured robes and shaven
"Five of them. I’d say they passed by here three,
heads. Others think of the flowing robed and
veiled desert warriors of the Amber Wastes, or maybe four days ago. One of them was carrying
the deadly cultists of Sri Raji. Few people think something heavy, something struggling."
of monks as Vistani bare-knuckle boxers, the Hunters by trade, rangers are skilled at
sandy wrestling rings of Richemulot, or running down and pursuing prey: be it animal,
consider the humanist fighting philosophers of man, or something else entirely. Most rangers
Zherisia. are woodsmen that live between areas of
civilization, in the wild parts of the Core. They
are often trappers, hunters, or guides who
make a living off the land.
Verbrek, Valachan, and Kartakass are
known for their rangers. These rangers are

26
typically Hunters; while there are few colossal You can familiarize yourself with a number of
monsters, giants, or hordes of humanoid settlements equal to your Wisdom modifier
creatures in the Mists, Hunters apply these (minimum 1), treating those settlements as a
same skills against dangerous monsters, and favoured terrains for your Natural Explorer
packs of feral beasts. In the cities of the West, feature. To familiarize yourself with a
there are also urban rangers who work as settlement, you must spend 24 hours in that
watchmen or bounty hunters: chasing community, walking its streets and learning its
criminals and human vermin. These specialize rhythms. The hours need not be consecutive,
in the wild areas of cities, such as narrow but cannot be spread out over a period longer
alleys, squalid slums, and dark sewers. than a week. A settlement must have a
Richemulot and Paridon both have a number population of at least 1,000 to be large enough
of urban rangers and several manhunters are to qualify for this feature. Familiarizing
also found in the cities of Darkon, Dementlieu, yourself with a different settlement beyond
and Mordent. Beast Master rangers seldom this maximum replaces an existing settlement
employ wild or exotic animals that are hard to of your choice.
replace, instead training hunting dogs, horses,
or birds of prey. Crippling Blow
Also at 3rd level, you learn to impede your
Alley Stalker prey for easier pursuit. You gain one of the
following features of your choice.
Colloquially known as urban rangers or Bleeding Wound. Once on each of your
grim trekkers, those who embracing these turns, when you hit a creature with a weapon
techniques move from natural space to urban attack, you can open a deep cut that bleeds
wilds: slums, docks, parks, sewers, and profusely. At the start of each of the target’s
alleyways. Many work as members of an turns, it loses 1d4 hit points from the wound.
official city watch or private mercenary The target cannot be an undead or construct.
company keeping the peace, while other Each time you hit the bleeding creature with
rangers hire out their skills. In corrupt this feature, the damage dealt by the wound
settlements, an Alley Stalker might take the increases by 1d4.
law into their own hands, enacting justice as Effects from this feature last for 1 minute or
they deem appropriate. until a creature takes an action to make a DC
Alley Stalkers feel the rhythms of their city 12 Wisdom (Medicine) check. The effect also
and speak of it like the city were a living thing; ends if the target regains hit points.
they know the movement of its people and Disorienting Strike. Once on each of
goods, and defend it from both internal and your turns, when you hit a creature with a
external threats. To defend their urban weapon attack, you can distract or rattle the
protectorate, these rangers learn how to target, preventing that creature from taking
combat the dangers of the city, both bestial reactions. At the end of the each of the target's
and humanoid, and how best to pursue those turns, it can make a Constitution saving throw
who violate the laws of either nature or (DC = 8 + your proficiency bonus + your
civilization. Strength or Dexterity modifier), ending the
Urban lands such as Borca and Richemulot effect on a success.
give rise to the most Alley Stalkers. Prior to the Hamstring. Once on each of your turns,
Requiem, Il Aluk was home to a number of when you hit a creature with a weapon attack,
urban rangers. The corruption and rampant the creature’s base speed is halved. This has no
crime found in Nova Vaasa cities also leads effect on creatures who use magical means of
many to take learn these techniques. movement.
Community Explorer Effects from this feature last for 1 minute or
When you reach 3rd level, you consider until a creature takes an action to make a DC
cities your home as much as the wilderness. 12 Wisdom (Medicine) check. The effect also
ends if the target regains hit points.

27
Staggering Blow. Once on each of your
turns, when you hit a creature with a weapon
Rogue
attack, you can daze or addle the target. The "The lock tumbler is connected to the driver pins.
creature can move or take an action each The driver pins are connected to the lock plug."
round but not both. At the end of the each of A diverse lot, rogues can be found almost
the target's turns, it can make a Constitution anywhere and are as difficult to pin down into
saving throw (DC = 8 + your proficiency bonus a single role as they are to lockup in a town
+ your Strength or Dexterity modifier), ending jail. Some rogues specialize in literally
the effect on a success. stabbing someone in the back while others
prefer a metaphorical knife. Rogues are as just
Crowd Dodger as likely to find themselves robbing a noble’s
Starting at 7th level, you have grown adept house as beating a mark in an alley or as
at weaving through crowds and quickly looting and ancient tomb. Most common in
dodging around people. Spaces occupied by places of civilization, rogues can make a living
nonhostile creatures are not difficult terrain to wherever there is an opportunity to test their
you, and you can move through spaces skills or earn some gold. Found on both sides
occupied by hostile creatures, treating such of the law, rogues might act as thieves and
spaces as difficult terrain. assassins, or serve as members of the
Additionally, you have advantage on ability constabulary or thief-takers who hunt down
checks related to chases while in your favoured criminals, or even make a role for themselves
terrain. in the middle of law and crime.
Burglars, thieves, and scoundrels are
Multiattack common examples of rogues and common in
When you reach 11th level, you gain the most settlements. Other types of rogues
following feature, or one of the choices from include Dementlieuse spies, Borcan assassins,
the Player’s Handbook. pirates from the Sea of Sorrows, and Invidian
Parrying Strikes. You can use your knife fighters. Thieves’ Guides are common in
action to move up to half your speed. Each many major cities: Dementlieu, Borca, and
time a creature targets you with an Nova Vassa are all known for their large
opportunity Attack during that movement, you criminal bands. Guides take offence to
can make a melee weapon attack against that independent rogues operating in their
creature. If your attack hits, the opportunity territory, excluding common muggings and
attack misses. If your attack misses, the street crime. The larger guides, such as the two
opportunity attack is made with disadvantage. in Port-a-Lucine and Malken's guides in Nova
Stalker's Defence Vassa, recruit and train assassins and thieves
At 15th level, while you are hidden from a with magical arts. There are a number of
creature, you have advantage on all saving independent assassin's guilds, including the
throws that creature makes you roll. feared Ba'al Verzi of Teufeldorf, the League of
Nine in Sturben, and the Circle Sinister in
Toxic Resistance Port-a-Lucine. Beyond the Core, the Ahltrian
Also at 15th level, you have become are a secretive group of killers operating out of
accustomed to squalid conditions and are the Shadowlands.
immune to all diseases and poisons.
Investigator
The strongest weapons of an investigator
are not a bow and dagger but their keen mind
and quick wits. They are adept at piecing
together evidence and observing details that
others might miss. These rogues are trained to
spot flaws in their opponent’s defences or gaps

28
in their fighting style, and quickly repaid. While in a settlement where you have a
communicate these details to waiting allies. contact you have advantage on all Intelligence
Detectives, archaeologists, and some (Investigation) checks made while researching
monster hunters often belong to this using downtime days.
archetype. Some investigators remain In addition, you are typically aware of
criminals, becoming masterminds who rely on current events as your contacts will dispatch
underlings for theft and murder. messages to inform you of noteworthy
Investigators thrive in urban areas of the developments and occasionally approach you
Core, such as Borca, Richemulot, Dementlieu, with new information.
and Nova Vaasa. The Lamplighters of Mordent
are renowned law enforcement agent that Distant Assistance
employees and trains many investigators. At 13th level, you can direct attacks while
keeping yourself a safe distance away. You can
Identify Weakness use the Help action to aid a friendly creature in
Starting at 3rd level, when you take the attacking a creature within 15 feet of you.
Help action to aid a creature's attack and that
attack hits, the creature deals extra damage Sudden Advantage
equal to your Sneak Attack damage. When you reach 17th level, when a friendly
creature within 15 feet that can see and hear
Keen Observations you makes a critical hit, you can use your
Starting at 3rd level, you can use the bonus reaction to grant them your sneak attack
action granted by your Cunning Action to take damage.
the Search action.
In additional, if not already proficient in Sorcerer
Survival, you can add your proficiency bonus "Magic is in my blood. I required no training and I
to Wisdom (Survival) checks to follow tracks.
care not for limits or restraint."
Evaluate Target The ambient magic energy and fantastic
Starting at 9th level, you have learned how lineages needed to birth a sorcerer is rare in
to study a creature to learn its capabilities and the Mists. In order to wield arcane power most
physical characteristics and mannerisms. For mortal must study their art, or bargain with
each minute you spend watching the creature, otherworldly beings. The majority of sorcerers
you learn if it is your equal, superior, or are born from luck: an alignment of stars
inferior in one the following characteristics: during conception, birthed on a site of
• Intelligence score powerful magic, or the culmination of
• Wisdom score disparate bloodlines.
• Charisma score The origin of sorcerers is vague and
• A skill there are many theories, but none with
definitive proof. Sorcerers of the Draconic
• Total class levels (if any)
Bloodline prompt the most debate: there are
• Rogue class levels (if any) no dragons to sire offspring, so their magic
At the DM's discretion you might discover must come from elsewhere. Some arcane
other information such as a special ability, scholars point to elemental beings, like
vulnerability, or personality trait such as an salamanders or aquatic beasts, while others
ideal or bond. claim sorcerers are devolving into some
Web of Informants primordial form. Elves claim dragons were
By 9th level, you have acquired a number of really of powerful sorcerers whose power
agents and contacts you can approach for altered them into something inhuman, but
information and research materials. These dwarves insist dragons were real but were
contacts might be tied to your background or hunted to extinction. The origins of Wild
individuals who owe you a debt not easily Magic are equally unknown, but it seems tied
to the land, with many sorcerers developing

29
this talent near the misty border or near the Faerie Resilience
nation of Vechor. Sorcerers can also the At 6th level, when you cast a sorcerer spell
followers of Hala, as masculine followers of you can spend 1 sorcery point to gain
that god often display sorcerous powers when resistance to nonmagical weapons for 10
they learn the ways of the Weave. minutes.

Fey Bloodline Deceptive Sorcery


When you reach 14th level, you can use
Related to high fey or sylvan beings, Subtle Spell even if you have already used a
feyblood sorcerers can trace their arcane different Metamagic option during the casting
power back to an ancestor’s dalliance with a of the spell. Additionally, when using Subtle
fey creature. This relation is not always overt Spell you can make a Charisma (Deception)
or well known, perhaps being the result of an check contested by Wisdom (Insight) to hide
illicit romance or a fey being disguised as a the fact you cast a spell from onlookers.
spouse. Some feyblood sorcerers are mortals
who were stolen and replaced by changeling Faerie Crossing
babes, then raised by a fey. At 18th level, you can partially step into the
The magic of this bloodline tends to be Feywild to instantly travel in the blink of an
subtler than that of other sorcerers, more eye. As a bonus action you can spend sorcery
focused on deception and ensnaring minds. points teleport, traveling 15 feet for every
Even those feyblood sorcerers who employ sorcery point spent. Alternatively, when you
evocation magics can do so with more finesse are attacked by creature within 30 feet of you
and discretion. that you can see, you can use your reaction to
In the Land of the Mists, feyblood sorcerers activate this feature, but the sorcery point cost
are common in the land of Tepest, where the is doubled.
taint of hags and the shadow fey is strong. In
the misted woods surrounding Sithicus, many Warlock
feyblood sorcerers are also born. The various "At night they whisper to me, listing my sins and
elves themselves are seldom sorcerers, reminding me of the price I will pay for my magic.
preferring the path of wizardry, but it its not
Still… it was worth it.”
unknown for innate magic to manifest.
Those bargaining for power in the Mists
Glamour risk more than just their soul, as their pacts
When you select this origin at 1st level, you might twist them: mind, body and soul. Many
learn how to cloak yourself in a glamour that warlocks are uncertain of the name or nature
alters your appearance in subtle ways. The of their patron, simply knowing it as a voice in
glamour does not act as a disguise but the wind, a figure in a vision, a smiling shadow
obscures or veils physical imperfections, in the corner of the eye, or a spirit of nature.
grime, and worn clothing, while making you Some warlocks believe their patron is
seem more charming and mysterious. While benevolent, such as a nature spirit or animistic
under the glamour you appear somewhat being, but it is uncertain if this is truth or
otherworldly, with an ineffable glow and a wishful delusion. Others believe the common
constant breeze waving through your hair. wisdom that a warlock’s master is an infernal
As an action you can raise your glamour, being, a devil that will claim their soul upon
which lasts for 1 minute, or until you lose your death.
concentration (as if you were concentrating on Warlocks commonly come from the wilder
a spell). While your glamour is active you have realms such as Valachan or Kartakass, lands
advantage on all Charisma checks. Once you without arcane colleges or easier access to
use this feature, you must finish a long rest magic. Tepest claims it is rife with witches, but
before you can use it again. the folk of that land declare any arcane magic
user a "witch" so it is uncertain if there are
more warlocks or not. Warlocks of ally with an

30
Archfey are typically elven or from lands result, decided after you roll.
bordering Sithicus or the Shadow Rift. But You can also slightly shift through time.
potent fey creatures lurk in the dark centers of When a creature ends their turn, you can use
forests throughout the Core, such as the Ebony your reaction to change your initiative so you
Unicorn of Nova Vassa or the Green Maiden of act next in the initiative order. Once you shift
Falkovnia. Fiends are common patrons, your initiative, you lose all benefits of this
coming to potential warlocks with offers of feature until you complete a short or long rest.
power and glory. Some Fiends do not fully
enter the Mists and speak through emissaries Mist Call
and lesser fiends, while others dwell in the At 6th level, as an action, you can conjure a
land like Drigor or Inajira. Great Old Ones are thin pool of mist. The mist forms around you
rare in the Mists, with the Far Realm seldom and has a radius in feet of five times your
intruding with the land. The slithering horrors proficiency bonus, and remains for 1 minute or
of Blutspur revere a being whose mind is until you dismiss the effect. The pool of mist
powerful enough to contact creatures in other lies close to the ground obscuring the terrain
lands and offer them power, and the Sorcerer- but not any creatures standing within. The
Fiend, Gwydion, is free with his power for mist moves with you but at any point during
reasons of his own. your turn, you can choose to make it
stationary. While inside the mist, as a bonus
The Mists action you can teleport to any other point in
the mist. Teleporting also makes the mist
Your patron is more of a force than a being. stationary. You can summon this stationary
There is no overt agreement: no parley mist back to you as an action.
between the warlock and the Mists or its Once you use this feature, you can't use it
representative. You might be stealing your again until you complete a short or long rest.
power by binding yourself with the land, using
the world itself as a power source. Or you Grasping Mists
might have been touched by the Mists, tainted Starting at 10th level, you can summon
after a time trapped inside, or corrupted by writhing tendrils of mist to wrap around your
actions performed while in the Mists. enemies. As an action, you cause each creature
in a 15-foot radius circle originating from you
Expanded Spell List to make a Dexterity saving throw against your
The Mists grant you variant magical warlock spell save DC. Creatures that fail their
knowledge, allowing you to choose from an save are caught in the wispy yet solid tendrils
expanded list of spells. The following spells are and restrained for 1 minute or until you end
added to the warlock spell list for you. the effect as an action. A creature restrained by
the misty tendrils can use its action to make a
Mists Expanded Spell Strength or Dexterity check (its choice) against
Spell Spells your spell save DC. On a success it frees itself.
Level Once you use this feature, you can't use it
1st fog cloud, longstrider again until you complete a short or long rest.
2nd blur, detect thoughts Mist-Led
3rd haste, stinking cloud By 14th level, you can trap a creature in the
4th confusion, phantasmal killer Mists, pulling them into a space between
5th cloudkill, modify memory spaces. As an action you cause the Mists to rise
Relative Time up to snatch a creature within 60 feet that you
When you choose your patron at 1st level, can see. The creature remains lost in the mist
for 10 minutes. As an action, the creature can
time begins to move differently for you. When
try to will its return with a Charisma saving
you roll initiative, you can choose to add or
throw against your spell save DC. On a
subtract your proficiency bonus from the

31
success, the creature returns to the space it of spellcraft. Arcane magic is somewhat
previously occupied, or the nearest unoccupied accepted in that land, although it is not
space. At the DM's discretion, the target of this respectable and seen as a quaint distraction
attack might need to make a saving throw unworthy of serious attention. Darkon and
against madness. Hazlan have a number of mage colleges that
Once you use this feature, you can't use it train new wizards, with the latter’s being held
again until you complete a short or long rest. in high esteem although the populace is still
untrusting of magic. Private scholars are
Wizard available in some of the western lands, such as
"The forces of nature bow to my commands, for I Dementlieu, Mordent, and Richemulot, who
tutor those with magical potential, sometimes
know the forbidden secrets of the universe!"
without full parental permission. Foreign
Those with arcane knowledge have seldom
mystics are also common, with Sri Raji and
been trusted in the Land of the Mists. While
Har’Akir are both known for their magical
not as feared as warlocks, wizards are still
tradition.
distrusted in most lands. Commoners whisper
Students of the University in Dementlieu
over the unholy rituals committed by wizards
attempting to learn magic tends to focus on
in the name of their art and the price that must
illusion and conjuration, owing to the
be paid. All arcane spells are seen as black
frequency of stage magicians in that region.
magic with a cost in blood or the caster's
There are also a number of noted tomes on
eternal soul.
enchantments, but the department lacks books
The University of Dementlieu is especially
on abjuration. The academies in Liffe have
does have a Department of Arcane Sciences,
similar topics of interests. Darkonian schools
which equally examines the magical and
have a strong focus on necromancy, with some
pseudoscientific. While not dedicated to
illusion, divination, and abjuration training.
producing wizards, many students of that
Hazlani wizardly colleges focus on the schools
department do graduate with some knowledge
of evocation, transmutation, and abjuration.

32
CHAPTER 3: BACKGROUNDS
The monk from the order of guardians, secret purpose: guarding a single powerful
farmer's son skilled with a crossbow, and an magical relic. These relics cannot be destroyed
inquisitor hunting for heretics and are considered too dangerous to be loosed
Adventurers in the Land of the Mists are in the world.
often common people forced into the role of Not being tied to a single deity, it is easier
champion. They are seldom natural born for you to find shelter or simple aid in chapels
heroes or mythic warriors destined for or temples. However, priests are less likely to
greatness. Instead, adventurers are more likely offer you free healing. You may also have
to come from humble origins, average people vague information on the location of other
who discover an untapped potential when monasteries, which are typically in out-of-the-
thrust into the life of adventure or emerging way rural locations.
from a tragedy.
Changeling
Backgrounds for the Mists You are a child planted in a foster home by
Mundane occupations are just as prevalent foul hags or otherworldly shadow fey. Your
in the Land of the Mists, and most parents' true child was stolen away in the
backgrounds are just as commonplace. night, for purposes unknown, and you were
Examples of how the backgrounds from the left behind in its stead. Most changeling babes
Player's Handbook fit into the world are are fated to waste away and die, but you
provided below, along with variants and a few managed to survive. You might remember that
new backgrounds. you are not entirely human, having vague
memories of your origins. But even if unaware
Acolyte of your true nature, on some level you know
You might have been raised or educated by that your foster parents are not your real
the churches of Ezra and the Lawgiver. Both family.
churches run small orphanages or foster Skill Proficiencies: Deception,
youths. The dominant churches in the land, Persuasion
the two faiths have an organized hierarchy: Tool Proficiencies: One type of artisan's
your role and duties were clearly defined by tools
Church dogma or scripture. The clergy of the Languages: Sylvan
Lawgiver is particularly known for inflexibility Equipment: A set of artisan's tools (one of
with their charges and harsh corporal your choice), a mundane iron item (such as a
punishment. Followers of Hala might also nail or horse shoe), a set of common clothes,
have fostered you. The witches of Hala are and a belt pouch containing 15 gp
much less structured, customizing their Feature: Familial Facade
lessons to fit the needs of the student. You are naturally adept at adopting local
Variant: Guardian mannerisms and making people comfortable.
Living in isolated or hidden monasteries, You can often find a place to rest for a few days
the Order of Guardians is an organization in by presenting yourself as a distant relation.
name only. Each monastery is independent, This family is unlikely to put themselves in
only loosely affiliated with the others, often danger helping you, but might offer minor
being unaware of the location of other assistance or supplies.
monasteries. They present themselves as an Suggested Characteristics
ascetic order, following the routines and Changelings are essentially abandoned at
rituals common to monasteries, but each has a birth, left behind to die with a family of

33
strangers. Their initial memories are of
rejection, and the entire reason for their d6 Bond
existence was to veil a theft before dying. 1 The people of my home village
Changelings are often driven to find a place in always made me feel accepted.
the world, seeking a family or a new purpose 2 I refuse to be treated like a freak
for their existence. or an outcast.
d8 Personality Trait 3 I owe everything to my mentor,
1 I have varied interests and I'm who took me in while others cast
seldom interested in one thing for me out.
too long. 4 My lover is my inspiration, my
2 I do not suffer slights nor do I muse, and my happiness.
forgive betrayals. 5 I want to know who I really am
3 I'm always eager to meet new and where I come from.
people and make new friends. 6 I will have vengeance on one who
4 Taking risks makes me feel alive. has wronged me.
5 I'm emotionally reserved and
reluctant to let people in close.
6 I have a short temper and I'm d6 Flaw
prone to fits of rage. 1 I'm fairly irresponsible and change
7 I enjoy the company of attractive my mind on a whim.
people and am a shameless flirt. 2 I believe I know everything, and
8 I'm passionate, experiencing what I do know is never wrong.
intense emotions that can shift 3 Filth and disease unnerve me, and
quickly. I hate becoming dirty.
4 I am reserved and emotionally
d6 Ideal detached with little empathy for
1 Friendship. One cannot survive others.
without companionship. (Good) 5 I have little sympathy for those too
2 Creativity. New endeavours and weak to defend themselves.
ideas are worth pursuing. 6 I collect valuable baubles and take
(Chaotic) things that catch my eye.
3 Aspiration. Pushing myself to
the limits is the only way I will Charlatan
grow. (Any) You might be an urban charlatan hailing
4 Independence. No one controls from the Western lands, equally at home in the
my fate but me. (Chaotic) streets of Port-a-Lucine or Ste. Ronges, selling
5 Greed. I will have all that has dubious wares or running crooked games on a
been denied me. (Evil) street corner. Or you might wander rural
6 Nature. The wilds need to be backwaters of the central Core, offering
protected and feared. (Any) protective wards or curative elixirs. If a half-
Vistani, you might have spent your formative
years in the caravan, fleecing the giorgio with
fake fortunes and supposedly enchanted
trinkets.

34
Criminal magicians have no ability to cast spells, but a
few are actual wizards hiding their arcane
The impoverished lower class of talents in plain sight, supplementing their
Dementlieu has proven fertile ground for common tricks and deceptions with true
criminals, who have established an influential magic.
guild that has started spreading into Rather than proficiency in Acrobatics, you
neighbouring lands. Borca is home to several are proficient with Sleight of Hand.
criminal families that control trade and
finances and are involved in trafficking illicit Folk Hero
goods throughout the Core. The wealth flowing
westward has also given rise to numerous Being a hero in the Land of the Mists is
highwaymen and bandits, especially in the dangerous. Tyrants and the lords of the land
northern woods of Darkon and moors of do not like being opposed or defied: to be a
Mordent. A strong Thieves' Guild operates in folk hero is to be a target. Your reputation as a
the cities of Nova Vaasa while independent hero is as much a curse as a benefit. Your
groups of bandits ride the plains. The streets reputation might be exaggerated, based on
and alleys of the mist-shrouded city of Paridon surviving the assault of a monster rather than
are also rife with well-organized criminals, as defeating it or other false claims of heroism.
adept at cutting throats as purses. Variant: Common Folk
Variant: Poisoner The path of an adventurer is not always
In most lands the preferred method of chosen: your defining event was not one of
assassination is a knife or crossbow bolt. In heroism but of tragedy and loss. You might be
Borca, the weapon of choice is a fine powder or a rancher, farmer, shepherd, or fisherman that
subtle liquid. While your art is illegal, has been pushed towards the heroic lifestyle.
poisoners are frequently employed by nobles You likely eschew the title of "hero", simply
and criminals alike. Poisoners are typically doing what needs to be done. You are still
skilled at either crafting poisons for sale or often welcome in the homes of other
employing assorted toxins, but a few are adept commoners, not out if appreciation but out of
at both. simple kindness.
Rather than proficiency with thieves' tools,
you are proficient with poisoner's kits. d8 Defining Event
1 A loved one was killed or injured
Entertainer by a monster.
2 I left home to prevent my family
Common entertainers in the Core include being punished for something I
Dementlieuse opera singers, Kartakan skalds, did.
Ghastrian poets, and Liffen musicians. 3 A dangerous magical item was
Numerous acting troupes and carnivals travel entrusted to me.
the lands, entertaining towns for a night before
4 I killed a monster that became a
moving on, and several Vistani caravans earn a
person upon death, so now I am
living doing the same. You might have been
thought a murderer.
professionally trained in Dementlieu or Liffe,
5 I am being stalked by an unknown
been apprenticed by an established master, or
creature.
simply have taught yourself the performing
6 I was injured or scarred by a
arts.
creature.
Variant: Stage Magician 7 I was accused of a crime I did not
Mixing mundane illusions and commit.
showmanship, Dementlieuse stage magicians 8 A fortune teller foretold that my
give the impression of magic with sleight of loved ones would suffer if I stayed
hand a some alchemical tricks. Most stage at home.

35
Guild Artisan to their advantage.
Rather than proficiency in herbalist tools,
While artisans can be found in all lands, the you are proficient with one type of artisans
nations of Nova Vaasa, Mordent, and tools. You can replace the herbalist kit in your
Lamordia are known for their craftsmanship starting equipment with a set of artisans tools
and the quality goods. Guilds are most of your choice.
commonly founded in those lands, with
knowledge and trade secrets passed onto Inquisitor
promising apprentices. Liffe also has a
reputation for artisans, being known for its You belong to an organization or church
mimicry of foreign goods and imitation of that hunts down heretics, witches, or black
other artisans. magic. You are part of the vanguard, the holy
The lands with the strongest merchant warriors that not only defend the common folk
companies are Dementlieu and Borca, with the but hunt down the unrighteous and sinful.
former having firm control of the Western sea Noteworthy inquisitions include the witch-
while the Boristi Trading Company of Borca hunt in Tepest; the Iron Inquisitors of the
has influence across the Eastern Core and Church of the Lawgiver in Nova Vaasa, who
employs folk from all lands. Darkonian pursue of heretics and blasphemers; the
merchant companies used to be more followers of Elena Faith-Hold in Nidala, who
powerful, but the destruction of Il Aluk greatly crusade against sinner and monsters; and the
reduced their influence. Darkonian sect of the Church of Ezra, who
zealously defend against the Legions of the
Hermit Night.
Skill Proficiencies: Insight, Intimidation
The most common hermits in the Mists do Tool Proficiencies: Herbalism kit
not live alone but live in monasteries with Languages: One of your choice.
fellow ascetics. still having no interaction with Equipment: A holy symbol, an herbalism
other people. Those who can survive alone in kit, manacles, vestments, a set of common
the wilds are rare, as solitude makes one easy clothes, and a belt pouch containing 10 gp.
prey for the horrors of the night. A few rare
hardy souls survive in remote locations, living Feature: Interrogator
in corners of the world equally forgotten by The terrifying reputation of an inquisitor
man and monster. Some hermits are drawn unnerves folk, who might readily volunteer
towards other people for safety or other unrequested knowledge in the hope of
reasons but can’t bring themselves to settle placating you and avoiding your wrath. When
among them, living on the outskirts of you attempt to gather information (through
settlements or in nearby caves or ruins. either forcible extraction or diplomatic
There are a number of unwilling hermits, enticement) but fail to learn what you want,
such as those who have survived a shipwreck your subject might offer related lore or reveal
or the destruction of their village. Those minor secrets.
imprisoned for a lengthy duration might come
Suggested Characteristics
to view their incarceration as a forced hermetic
Inquisitors have a strong sense of right and
lifestyle.
wrong, firmly believing in the existence of true
Variant: Prophet evil. They know the dangers of the
Not a hermit by choice, you are a prophet supernatural and have seen the corruption of
cursed with foreknowledge and visions of the sin. Even ex-inquisitors, ones who no longer a
future. Your discovery came not after a period servant of the Church, continue to believe in
of contemplation or reflection but as sudden the righteousness of their actions, simply
revelation. You became a hermit to avoid your shifting their absolute convictions.
gift being abused or your prophecy becoming
known by those who would attempt to turn it

36
6 My family means more to me than
d8 Personality Trait my own life.
1 I believe that monsters are
everywhere and anyone could be a d6 Flaw
creature of the night. 1 I see the world in absolutes: there is
2 I like to make rhetorical speeches only good and evil.
and sermons. 2 I can be heartless and when dealing
3 I am weary of always finding with those I see as sinners.
corruption and seeing the worst of 3 I gain more pleasure than I like to
humanity. admit at punishing the wicked.
4 It's my belief that everyone has 4 I expect perfection from everyone.
secrets, everyone is hiding 5 I'm stubborn, refusing to
something. compromise in matters of
5 I'm always reciting parables relating importance.
to the current situation. 6 I put too much faith in the Church
6 I'm extremely pessimistic, always and my superiors.
expecting the worst.
7 I try my hardest at everything I
attempt, never giving less than my Noble
best effort. While wealthy individuals can hail from any
8 I feel strong remorse over what I land, the aristocratic courts of Dementlieu,
must do, especially my failures. Richemulot, and Borca produce the true
nobility of the Core. The upper class of
d6 Ideal Dementlieuse and Borcans set the trends of
1 Protection. I defend those who culture, establishing new fashions and areas of
cannot defend themselves. (Good) interest. The lesser nobles of Richemulot are
2 Faith. My god gives me all the more imitative, following the lead of other
strength I require. (Any) nations. Darkon and Nova Vassa also have a
3 Honesty. I refuse to sully my lips sizable upper class, but these nobles are more
with a falsehood. (Lawful) interested in local politics and trends than
4 Power. So long as I have power, it international fashions. The city of Paridon also
won't corrupt anyone else. (Evil) has a well-established aristocracy, although
5 Responsibility. I must fulfil my the isolated city-state's concerns are very
duties and keep oaths I have sworn. localized.
(Good)
6 Greater Good. If I must damn Outlander
myself to give others salvation, so
The great woods of the central Core cover
be it. (Any)
much of Verbrek, Valachan and Invidia. These
lands are dotted by small ranches,
d6 Bond
homesteads, and small villages too small to
1 I would venture into the Abyss for appear on any map. Lands adjacent to the
my parishioners or congregation. dense forests, such as Valachan, Kartakass,
2 I have dedicated myself to unveiling and Barovia, are also home to numerous
evil of all kinds. trappers, ranchers, and reclusive woods folk.
3 If I must damn myself to give others However, even civilized lands like Mordent,
salvation, so be it Darkon, and Nova Vassa have small secluded
4 I will hunt down and destroy the hamlets that are all but forgotten, or wild
foul beast that escaped me. space occupied by independent folk.
5 I owe my sponsor in the Church a There are also distant lands less touched by
debt I can never fully repay.

37
civilization, such as the dense jungles of the with Mordent, Dementlieu, and Lamordia.
Wildlands, where outlanders are the norm. Merchants from the Core also regularly sail the
These include the windswept deserts of the Way of Venomous Tears and Emerald Stream
Amber Wastes, or the snow covered Frozen mistways. A few brave sailors risk the
Reaches. Leviathan's Clutches mistway, but the route is
fraught with hazards and a full thirds of
Sage vessels that attempt the journey do not return;
Scholars come from the assorted colleges of however, the price Rajian spices and silks fetch
the Core. The erudite nation of Lamordia in the Core ensures there will always be a
produces the most sages, with most focusing ready number of captains risking the trip.
on the various sciences. The universities of
Dementlieu and Liffe also produce a number
Soldier
of academics, although these are more focused Few lands have large organized armed
on language and history than science. The forces , with the armies of most of the western
monasteries and cathedrals of Nova Vassa also nations comprised of various local militias or
produce some scholars focused on religious town watchmen. Falkovnia is one of the few
lore. lands with a trained military, its Talon knights
Darkon was formerly the primary source of famed for their skills and merciless training.
sages, with most graduating from the Borca and Dementlieu have the most
prestigious University of Il Aluk. With the formalized armies, but these have seen little
destruction of the city, only those scholars actual combat and are mostly for show, with
absent during the Requiem remain. officers being promoted due to familial
connections. The Barovian military has seen
Variant: Physician little use in the last several centuries outside of
Your studies were focused on biology and controlling Gundarakite insurrectionists.
the human body rather than chemistry or the Invidia has an increasingly large and skilled
physical sciences. Human anatomy was a militia, trained in traditional warfare and
major topic of your education, and you were guerrilla tactics. Each of the Nova Vassan
treatments for many common ailments and noble houses has a large personal guard that
injuries. Herbal remedies were also included theoretically serves as that nation's army, but
in your education and you know how to make their loyalties lie not with king but their lord
simple curatives. (or, rather, their lord's coin).
In place of one additional language, you are Numerous mercenary companies operate
proficient with the herbalist kit. You can across the Core. Most of these are associated
replace the quill and bottle of ink in your with merchant companies, with some being
starting equipment with both healing and formed by powerful consortiums. The Boristi
herbalist kits. Trading Company has its own mercenary
company dedicated to protecting their
Sailor interests. This unnamed company is highly
Traders are rare in number on the trained and well equipped, rivaling the armies
perpetually overcast Eastern Sea, but a few of some smaller nations.
brave merchants ply the waters, following the
well-charted routes connecting Grabben, Liffe, Sole Survivor
and Nova Vassa. Trade along the Wake of the You lived through a great tragedy, an event
Loa Mistway also attracts sailors, but most of so traumatic that it now defines your entire
these sailors hail from Souragne, seeking life. Everything you once loved or valued is
goods from the Core that will sell well in their now gone forever. Who you were before the
native land. tragedy no longer matters, and returning to
The Western Sea is much more heavily your old life seems impossible: that life is a
trafficked, with Ghastria and Blaustein trading distant memory, more akin to a dream than

38
reality. The trauma you survived likely
involved serious personal injury or the loss of a d6 Ideal
loved one (or both), but it could have also 1 Aspiration. I must be better, I
involved the loss of your livelihood, home, or must try harder. (Any)
reputation. 2 Power. Those in positions of
Skill Proficiencies: Perception, Survival power can prevent tragedies.
Tool Proficiencies: One type of artisan's (Evil)
tools (your choice) 3 Vengeance. I will have
Languages: One of your choice retribution for my pain. (Evil)
Equipment: A set of artisan's tools (one of 4 Protection. Someone has to
your choice), a memento from your past life defend the weak. (Good)
(lock of hair, locket with a picture, or worn 5 No More. I will not stand by and
toy) a set of traveler’s clothes, and a belt pouch let others suffer. (Chaotic)
containing 15 gp 6 Community. Neighbours should
Feature: Safe House look out for neighbours. (Lawful)
Having barely escaped disaster once, you
are overly prepared to avoid future calamity. d6 Bond
You have one or more hidden caches where 1 My friends and companions keep
you stored a change of clothes, basic supplies, me sane.
a few coins, and some food. This cache might 2 I'm determined to help others
be hidden in a crawl space barely able to fit a whenever possible.
single person, a shack hidden in the woods, or 3 Helping others keeps me
a small second home in the city. grounded: as long as I'm active, I
can't dwell on the past.
Suggested Characteristics 4 Someone helped me after my loss.
Survivors have experienced a great deal of I owe them a great debt.
emotional trauma, which makes it difficult for 5 The people of my home town are
them to form emotional attachments. They can the closest thing to family I have
be suspicious, possibly to the point of left.
paranoia. Some survivors have difficulty 6 Revenge drives me forward.
thinking about the future, dwelling on the past
and their regrets. Other survivors plan for any d6 Flaw
contingency, hoping to avoid future tragedies. 1 I have strong feelings of guilt for
d8 Personality Trait surviving.
1 Despite my emotional problems, I 2 It is difficult for me to trust others.
maintain a facade of normality. 3 I view strangers as expendable.
2 I am extremely pessimistic, always 4 Nightmares prevent me from
expecting the worst. having a full night's sleep.
3 I try to be ready for anything to 5 I'm self-destructive, taking
happen. Anything. unnecessary risks.
4 Humour is my preferred defense, 6 My mood changes wildly and
and I take very little seriously. without warning.
5 I can be overly cautious, even in
mundane situations. Town Guard
6 I appear unemotional, being
overly logical and withdrawn. As a member of a constabulary or city
7 I have a plan for any situation, and watch, you were trained to uphold the law and
a back-up plan for when that fails. protect the citizens of your settlement from
mundane threats. Your job was one of
8 My happiness is fleeting, as I'm
deterring crime: being visible and vigilant.
filled with a deep sorrow.

39
When needed, you pursued fleeing criminals
or intervened in disturbances, but d8 Personality Trait
investigation of crimes was outside your 1 I do everything according to the
duties. strict letter of the rulebook.
You might have been a common guard, or a 2 I take copious notes, recording
member of a specific law-enforcement order. everything I witness to avoid
Examples include the Lamplighters, the small forgetting details.
but efficient constabulary of Mordentshire; the 3 I would rather spend a week in the
Gendarmerie, given authority to enforce the stocks than walk away from a
law across Dementlieu; the Bellmen of fight.
Paridon, headquartered on Bell Street and 4 The danger of my job makes me
focused on hunting murderers; or a low- feel more alive than anything else.
ranking member of the Kargat, the secret 5 I work hard during the day, and
police of Darkon. just at hard on my time off.
Skill Proficiencies: Insight, Perception 6 I always have a ready drink or a
Tool Proficiencies: Vehicles (land) preserved snack.
Languages: One of your choice. 7 It is difficult for me not to snoop
Equipment: Badge of office, an oilcloth into other people's business.
cloak, a truncheon (club), evidence from an 8 I always make the first move. I can
unsolved crime, a set of common clothes, and ask questions after.
a belt pouch containing 10 gp
Feature: Officer of the Law d6 Ideal
You are still recognised as a member of the 1 Honesty. I cannot do my job if
town watch by fellow guards of your order. I'm not trustworthy. (Good)
Those of a lower rank will typically defer to 2 Tradition. Laws are a constant
your authority or recognise your experience. across the generations. (Lawful)
The town watch of other settlements may 3 Rules. A code of law is what
identify you as a fellow guard and offer aid as a separates us from animals.
courtesy. Other guards will help you will any (Lawful)
lawful endeavors, offering minor assistance 4 Power. Someone has to make the
such as discussing current investigations or rules and keep the streets safe.
information on local affairs. (Evil)
5 Action. If your heart isn't
Suggested Characteristics beating, you're not alive. (Any)
Those who opt to join a town watch often 6 Punishment. The wicked need to
have strong feelings towards law and order be brought to justice. (Any)
and are driven to help people. They put their
life at risk and make themselves a target for
retribution for very little recompense. A few
become guards because they like the feeling of
authority and are something of a bully, but the
dangers of the job mean these individuals are
rare.

40
recruited by criminal elements, while the
d6 Flaw urchins of the latter band together to claim
1 I believe everyone is guilty of entire buildings.
something. The large city of Paridon has many urchins
2 I don't take bribes, I just get paid roaming the street, displaced with their
extra to do my job. families from their homes. The youth of
3 Breaking out of a cell is easier than Paridon are frequently organized, recruited by
changing my mind. thieves' guilds, cults, or other charismatic
4 When someone is accused of a individuals.
crime, I always believe they did it. Elsewhere in the Mists, the isolated
5 It is not my place to decide which domains of Odiare and Sebua are entirely
laws to follow. I enforce them all populated by children. These youths either do
equally. not grow old or die before reaching full
6 I sent an innocent person to jail maturity.
and have done nothing to free
them. Optional Rule: Pushing
Characteristics
Variant: Detective
Most guards do little to hunt down This rule allows the Dungeon Master to
criminals, leaving this task to trained encourage their players to portray their
investigators. Detectives do not keep the peace character's flaws. It is useful in a horror
or deter illegal acts, but look at the evidence campaign as in both Gothic literature and
left after a crime to discover the perpetrator. horror tales the protagonists are often flawed:
Detectives are rare: few constabularies make subject to temptations, human frailties, or
use of their services and fewer still have a personal compulsions. They are often
detective as a member of the watch. Many powerless to control themselves and struggle
detectives sell their services, freelancing for against their weakness. But at times of great
the town guard or whomever can pay for their importance they can rise to the occasion and
services. overcome their personal demons.
Rather than proficiencies with Insight and Instead of reactively rewarding good
Perception, you are likely proficient in Search roleplaying, you prompt a player to act on
and Persuasion. And in place of your their characteristics, offering inspiration to
proficiency with Vehicles, you might be portray a particular personality trait or flaw.
proficient with thieves' tools or a disguise kit. You should suggest how the trait might be
currently affecting the character. This
Urchin characteristic is typically a flaw, but it could
also be a bond or dark shadow temptation. The
Poor or homeless children are a common player can opt to take the inspiration and
sight in the larger cities of the Core. These roleplay the personality trait – either using
might be orphans or the offspring of negligent your suggestions or their own interpretation –
or abusive parents. A few hail from other lands or they can refuse the inspiration and choose
or rural areas who ventured to the city trying to portray the character overcoming their
to make a life for themselves. Following the weaknesses.
Requiem, there were large numbers of This variant should be used when it is
Darkonian orphans who settled in various narratively or thematically appropriate, when
cities or fled to other lands. Falkovnia's it makes sense for a character to be tempted by
frequent use of capital punishment also their frailties. It can also be used to set the
creates a large number of urchins in its cities. mood, reminding players of the humanity of
There are particularly large numbers of their characters.
urchins in Dementlieu and Richemulot, with
the youths of the former frequently being

41
New Characteristic: Greatest Fear
d20 Greatest Fear
In a horror campaign it is very possible to 1 Losing a loved one
overuse saving throws against fear, making 2 Becoming seriously ill
players feel that their character's reactions are 3 Failing those I love
beyond their control. This optional rule
4 Being a helpless victim
encourages players to consider of what
5 Succumbing to temptation and
frightens their characters, and be proactive in
becoming corrupted
portraying terror.
6 Not achieving my dreams
The greatest fear characteristic is chosen
7 Being abandoned by those close to
at character creation, when determining your
me
character's personality traits, ideal, bond, and
8 Something moving inside my body
flaw. Your greatest fear is something that
9 Becoming insane
terrifies your character, and might drive them
to inaction, cause them to act out of character, 10 Getting old and senile
or send them fleeing in terror. 11 Being poor or homeless
Your greatest fear might suggest some 12 Getting trapped in a fire
traumatic incident in your past, a personal 13 Becoming lost in an unfamiliar
demon you never overcame. Or your greatest place
fear might be something you worry about in 14 Losing control of myself
the future. 15 Being covered in vermin (insects,
rats, spiders)
16 Losing my reputation
17 Being paralyzed or not in control
of my body
18 Trapped in tight spaces
19 Losing my faith
20 Being all alone in the dark

42
CHAPTER 4: CUSTOMIZING CHARACTERS
The Vistani dances around the fire faster themselves or others that their corruption does
and faster, his daggers becoming a blur as he not define them.
demonstrates his deadly art. Careful not to
pour more than a couple drops, the Lamordian Purpose
chemyst, mixes an extract of undeath with a Dark shadows are an optional rules module
vital fluid, curious to see the results. designed to help you emulate some of the
Desperate, the monster hunter slumps against more common tropes and character traits
the wall, fumbling to reload their crossbow present in Gothic fiction. They are designed to
with their blood-slicked hands. be complementary to your character's
Adventurers in the Land of the Mists are background, and work as a supplementary rule
different than standard adventurers. While to the inspiration system
some still desire riches and fame, many more Your character's dark shadow might be the
become adventurers to fight against the reason they became an adventurer. Dark
darkness that looms over the land. They are shadows are also a possible method to reflect
not glory seekers or treasure hunters but simple curses or other prolonged conditions
champions driven by revenge and loss, love your character might suffer during the course
and duty, or simply fear of the night. More of a campaign.
than the heroes of other lands, adventurers in
the Mists are tragic figures who have been Gaining and Losing a Shadow
touched by darkness, often being in as much
risk from the evil that lurks within. You can choose to give your character a
dark shadow at character creation, having
been born with the affliction or gaining it
Dark Shadows before the start of the campaign. The source of
Mina Murray struggles to retain her this dark shadow should be described in your
humanity during her vampiric transformation, character's backstory. It might be a reason
and is often cast as the reincarnation of your character has taken up the life of an
Dracula's lost love. Seeking power and adventure rather than staying close to the
forbidden knowledge, Doctor Faust makes a safety of home.
deal with fiendish being. Deformed from birth, It is also possible to gain a dark shadow,
both Quasimodo and Erik the Opera Ghost are attaining an affliction during the course of a
pushed to become the monster they resemble. campaign. Gaining a shadow should be the
Opium leads Franklin Blake into moral conflict result of events that occur during an
as he is accused of a theft he does not adventure. For example, after suffering a
remember. And an unnamed narrator vicious wound from a lycanthrope, you might
confronts his inhuman lineage after a visit to take the bitten shadow. You do not choose a
Innsmouth. dark shadow like you would a feat or spell,
In Gothic fiction a shadow often looms over instead working with your DM to determine
characters, an omnipresent doom marring when your character has gained a dark
their life and influencing their actions. shadow.
Characters are often linked to supernatural Most dark shadows can be taken at any
forces, and it is sometimes this ability which time, but a few make the most sense if taken at
allows them to prevail against the odds. This character creation (such as redheaded or
potential tragedy drives common folk to reincarnated). However, with the DM's
become heroes, as they try to free themselves permission, is possible to discover a previously
from their curse, strive to make the most of unknown affliction at any time.
what time they have, or struggle to prove to Through play, it might be possible to

43
remove a dark shadow. This should happen individual as punishment for misdeeds. The
naturally as a part of the campaign, possibly as nature of this curse varies dramatically; you
the culmination of a long quest or storyline. might suffer from misfortune, a wasting
Losing your dark shadow should be an disease, a weakened sword arm, a tendency to
important character milestone. repulse people of the opposite sex, or any
You can only have a single dark shadow at a number of lesser or greater afflictions.
time. If your character gains a new dark
shadow, this replaces the benefits of your old Characteristics
dark shadow. However, you can choose to keep Depending on whether the curse was
the characteristics and temptations of both warranted or not, you might feel either guilty
shadows. or persecuted. If the curse was justified you
might feel remorseful for your misdeeds or
Using a Shadow prone to self-pity over your misfortune. If you
feel the curse was unwarranted (rightly or out
Dark shadows are a new category of of denial) you might feel unjustly targeted and
personal characteristics. They work in addition unfairly judged. As most curses have an escape
to personality traits, flaws, and bonds. They clause, your continued suffering means you
provide additional roleplaying hooks that can are likely too stubborn to change your
be used to portray your character, giving depth behaviour or attitude.
to their motivation and drives. These
characteristics might also allow you to earn Temptation
inspiration from your DM. Shadows are both Flaw: "I'm quick to blame my curse for any
negative and positive: they are a source of failure."
strength but also a constant temptation that Feelings of revenge are difficult to escape,
must be fought. having been judged and damned by one
person. There is the desire to blame the curse's
Characteristics invoker rather than look inward to personal
Each dark shadow has suggested character accountability.
traits. These are suggestions for how a shadow
might influence your character's personality or Benefit
motivations. You can use these suggestions or Having been plagued by misfortune for
think of your own. years, you have learned to to limit the impact
chance has on your actions. You can spend
Temptation your inspiration before making an ability
Each dark shadow pushes a character check to roll 3d6 instead of a d20. If you have
towards further corruption or negative advantage on the check, you instead roll 5d6
behaviour. Temptations include a flaw and and use the total of the three highest rolls.
advice for how the shadow subtly or overtly
influences your character's behaviour. Addict
Benefit You have a physical addiction to a
Each dark shadow provides an additional substance such as alcohol, tobacco, cocaine, or
use for inspiration that you can use instead of opiates like laudanum or opium. You might be
gaining advantage. Typically, using inspiration a regular user, a recovering addict, or casual
can only be done on your turn but does not user that has unknowingly become dependant
require an action. on the drug.

Accursed Characteristics
You have an addictive personality and
A malicious hag, dark cleric, or vindictive respond to stress and conflict by seeking
Vistani has cursed you. You might have been pleasure, becoming depending on outside
cursed by an evil creature for attempting to stimuli for relief. You have difficulty delaying
stop them, or cursed by a good or neutral

44
gratification and may be impulsive or you share a bond. Participating on a hunt
impatient. You might have low self-esteem or enflames your blood, be it a rapid chase or
suffer from depression. Your addiction might slow stalking, and you have difficulty walking
also be a way of coping with uncomfortable away from prey.
feelings, such as crippling fear or impotency
from being confronted by supernatural Temptation
horrors. Flaw: "I long to hunt with my pack, to
When you are denied your drug, you satiate my hunger."
become irritable and irrational, willing to do You desire to consume something based on
almost anything to end the physical and the creature that infected you: raw meat,
mental cravings. Use is often habitual, with rotting flesh, or warm blood. This urge is not
little conscious thought needed. omnipresent and is easy to ignore when not
confronted by the subject of your hunger.
Temptation However, when the subject of your hunger is
Flaw: "Once is not enough. It will never be present you have difficulty focusing on
enough." anything else and might become distracted or
No matter how much time passes, part of irritable.
you will always desire your addiction and a You also possess a kinship to those of your
single relapse is all that is needed to descend bloodline, especially the one who infected you.
again into full addiction. Your cravings will This does not extend to all creatures of the
always be worse during periods of stress or same type, only those of the same lineage. For
after times of failure. example, if bitten by a wererat you do not have
a kinship with all lycanthropes or even all
Benefit wererats but only wererats of the same
Accustomed to being intoxicated, if you are bloodline.
poisoned you can spend your inspiration to
remove the condition. Benefit
Additionally, you know unsavory people By unleashing your inner beast your senses
and possess some underworld contacts. Even if become heightened, increasing your vision,
your particular vice is legal, you have crossed hearing, and sense of smell. You can spend
paths with unseemly characters and know how your inspiration to be considered proficient in
to get in touch with them. You can spend your the Perception, Investigation, and Survival
inspiration to gain information from an illicit skills for 1 minute. If the check is related to the
source or sway the opinions of a disreputable subject of your hunger, you add double your
individual. proficiency bonus.

Bitten Cat’s Eyes


You have been savaged by the natural You were born with bright yellow eyes and
attacks of a supernatural creature such as a slightly ovoid pupils, which catch the light and
werebeast, vampire, or ghoul. Having appear to glow in dim illumination. This rare
recovered from any initial assault (and any trait is found only in folks hailing from Vaasi
related infection) the attack has left deeper lands. It is most common among the
scars than the ones that mar your flesh, Valachani, but the eyes are sometimes found
tainting you with unnatural magic. in Nova Vaasans. The cause is unknown but
there are many superstitions. Some believe a
Characteristics cat took some of your soul as an infant, others
You experience heightened emotions and think you have the blood of a werebeast, and
are prone to fits of passion and rage, especially still others believe you are the reincarnated
when your territory or possessions are spirit of a feline.
infringed upon. You feel uncomfortable when
alone, preferring to be with others with whom

45
Characteristics anger, as muted, as you lack the passion that
You have feline quirks, such as a fondness fuels rage, jealousy, and hatred. But you are
for napping in the warm sun, hiding in tight also calm and not easily frightened or
places, toying with small creature, and stalking unnerved.
prey. You can be fickle and unpredictable,
shifting your loyalties and affections when the Temptation
mood strikes. Flaw: "I cannot hate but neither can I love."
Without passion you have few hopes and
Temptation little dreams, and there is the continued urge
Flaw: "A quick kill is boring, and I wish to to succumb to your melancholy, to sink into
be entertained." inaction and surrender to crushing malaise. It
While you may bond with a small handful of is difficult to find the motivation to continue to
people, too many unnerve you, pushing you to fight against the darkness, both external and
withdraw from society and dwell with the internal.
creatures with whom you feel a kinship. You
might opt to share your home with cats, Benefit
breeding them or rescuing strays. Or you If frightened, you can spend your
might choose the wilds, hunting in the tall inspiration to remove the condition.
grass with plains cats. Additionally, animated undead such as
zombies and skeletons pay you little attention.
Benefit You can spend your inspiration to make a
You can spend your inspiration to speak Dexterity (Stealth) check against such
with felines. You can communicate freely with creatures as if you were heavily obscured. This
cats for 10 minutes, as if using the spell speak effect last 1 minute or until you take any
with animals. The cat is under no obligation to action.
help or share information with you.
Alternatively, you can spend your Fugitive
inspiration to gain darkvision for 1 minute. You have earned the enmity of a powerful
You see in dim light within 30 feet of you as if and formidable opponent who haunts their
it were bright light, and in darkness as if it every action. Few champions live for long in
were dim light. If you already have darkvision, the Mist without acquiring an enemy, but you
its range increases by 30 feet. have earned the attention a particularly potent
and unforgiving foe. This enemy might be the
Cold One ruler of a nation, a secret society, or even the
An undead creature drained you of your life law. Whomever they are, they will not forgive,
energy, almost killing you and turning you into and they will never forget.
an unliving monstrosity. Your assailant might
have been a spectral undead, like a wraith or Characteristics
ghost, or a corporeal one, like a wight or You spend every waking minute wondering
vampire. Since the attack, you have regained if your enemies are waiting nearby, ready to
your strength and vigor, but not your strike. You might hope to one day vanquish
humanity and vitality: some ineffable part of your pursuers, but that day is a long way off,
your soul is absent. and never seems any nearer. You can be
suspicious and paranoid, and for good reason,
Characteristics having been betrayed in the past.
You lack warmth, both physically and
emotionally. Your body temperature is low and Temptation
your skin is cool to the touch. While not Flaw: "Trusting others leads to betrayal or
entirely emotionless, you are lacking in joy and disappointment."
compassion and find happiness fleeting. Even Survival is your primary drive. You do what
your strong negative emotions, such and you must to escape and survive. Your

46
opponent has more resources and power than Benefit
you, being virtually unassailable. Sometimes You can spend your inspiration to witness
escape means sacrificing others as a the ethereal resonance a recent event. The
distraction, or betraying others before they event must have had some emotional
betray you. significance and have occurred in your current
location. Watching the ghostly re-enactment
Benefit might offer some clue as to what happened or
You can spend your inspiration to gain provide new information regarding the past.
proficiency in the Perception skill for 1 minute. This might call for the normal Horror check
If already proficient, you instead double your for witnessing a disturbing event.
proficiency bonus. Alternatively, you can Alternatively, you can spend your
spend your inspiration to act in a surprise inspiration to partially see an invisible undead
round. creature. Make a Wisdom (Perception) check
to locate the creature as if it were only lightly
Gravesight obscured.
The spirits of people and events are visible
to you as vague mist-like outlines. You can see Haunted
both ghosts and the imprint left by strong The ghost of a loved one or family member
emotions and dramatic events on a location. follows you around, seldom leaving your side.
You are able to find places of ethereal You cannot see other spirits and no one else
resonance and witness events from decades can see your ghost, but you can interact with
past. This power is limited to sight and you the ghost as if it were a regular person.
have no special ability to hear or interact with
ghosts. Characteristics
You have likely been thought crazy for
Characteristics seeing and hearing someone who is not there.
You cannot turn off your sight and have You have grown used to not being believed and
witnessed many scenes of horror and tragedy, have grown tired of trying to explain who you
often without warning. At any time you might are talking to. You might have limited social
experience a vision of the past or encounter a skills from spending too much time talking
ghost that does not wish to be disturbed. You with the dead, especially if you were isolated
are wary about entering new places, which due to your perceived insanity. You might
might have witnessed uncountable horrors or seem perpetually distracted, as if listening to
be the home of several spirits. You are cautious multiple people at once or lost in thought.
and possibly a little nervous. You may also
have grown detached, emotionally hardened Temptation
after years of horror. Flaw: "I often forget the living, listening
only to my spirit."
Temptation Listening to the dead too much is also not
Flaw: "Having seen so much horror, I can healthy: ghosts do not have the same concerns
be callous and unsympathetic." as the living, and their advice cannot always be
Knowing that at any time you might be trusted. Your spirit may not be too concerned
subjected to visions without warning pushes for your safety, possibly believing your death
you to withdraw, to isolate yourself in safe will release them or pushing you towards a
places where there was no death and goal they think will free them.
unpleasant memories. There's also the danger
of becoming emotionally dead and uncaring of Benefit
the suffering of others. You can consult with your spirit, learning
otherwise unknowable knowledge. Pick one
skill: History, Investigation, Perception, or
Survival. Once you pick a skill you cannot

47
change it until after you take a long rest. You Characteristics
can spend your inspiration to gain proficiency Your emotions are not your own, tied to a
in that skill for 1 round. force beyond your control. You often feel
Alternatively, you can spend your impotent, not in control of yourself or your
inspiration to roll a Wisdom (Perception) own life. You might go to extreme lengths to
check when it is not your turn, but doing so justify your free will and demonstrate your
uses your reaction. self-efficacy. You are also plagued by
insomnia, leading you to distance yourself
Hollow from the outside and the light of the moon,
You are lacking a soul. You might have been moving to windowless rooms lit by lamps and
born without a true soul or lost most of your gaslight.
soul as the result of a near death experience. Temptation
As you lack a soul you cannot be resurrected Flaw: "Not being fully in control, I take
by magic, and will not experience an afterlife. little responsibility for my actions."
Characteristics It is all too easy to surrender to the tides of
You are prone to slips of morality ranging emotion, riding them up and down with the
from antisocial to sociopathic. You are moon. This is taking the path of least
pragmatic, feeling little guilt for your resistance, no longer fighting to contain your
misdeeds. With potentially no afterlife, you feelings and forfeiting all control of your
have fewer worries of final punishment but emotions and letting your impulses and
also no reward for a life well-lived. You might sudden desires drive your actions.
have the desire to make your actions count, or Benefit
you might avoid danger to prolong the only life During periods of where the moon is half-
you have. full you can spend your inspiration to add your
Temptation proficiency bonus to your initiative.
Flaw: "I am not burdened by guilt, shame, Alternatively, you can spend your inspiration
or remorse." to act in a surprise round.
With no worry of long-term consequences,
there is the potential to forgo morality and the
Possessed
restrictions of polite society, to live You are the victim of fiendish or undead
hedonistically and consequence-free. possession. The will of another entity imposes
itself on you, pushing you to take actions that
Benefit are not of your choosing. The other presence
You can spend your inspiration to make a cannot yet take full control of your body, and
new Wisdom saving throw against being you retain your free will and independence but
charmed or stunned. You can do this when it is it is a constant struggle. The entity cannot
not your turn by using your reaction. If the simply take command during a moment of
effect is related to emotions, you are weakness (such as when you are sleeping or
considered proficient with Wisdom saving injured): you must surrender control and give
throws and add double your proficiency bonus. into its desires.
Lunatic Characteristics
Your emotions are tied to the cycle of the Waging a constant unceasing war for your
moon. You grow increasingly excited and soul, you are controlled and restrained,
energetic during gibbous moons but become allowing yourself few indulgences and
lethargic and depressive during waning luxuries. Pleasures are few and fleeting, and
moons. This lunacy might plague your you live an ascetic’s life, potentially bordering
bloodline, be the result of some trauma or on monasticism. Because of the voices in your
illness, or have no understandable cause. head or foreign urges, you often appear

48
distracted or conflicted, unable to separate Temptation
your emotions from those of the entity. You Flaw: "I see myself as others see me."
are prone to occasional outbursts or Whether hiding your hair or overreacting to
uncharacteristic behaviour as your restraint suspicion, there is a desire to define yourself
momentarily slips. solely by your hair, to let being touched by the
otherworldly define who you are. You might
Temptation decide it is easier to become the corrupt
Flaw: "I cannot allow myself a single person many believe you to be, and ally with
moment of weakness." unnatural forces.
You are directly tempted by the entity that
shares your mind, as it whispers seductions to Benefit
you, offering you power, riches, and pleasures You can spend your inspiration to gain
of the flesh. At the same time you are either the mage hand or thaumaturgy cantrip
constantly denying yourself luxuries common for 10 minutes. Wisdom is your spellcasting
folk take for granted. You wonder if indulging ability for this cantrip.
just once would truly hurt.
Redeemed
Benefit
You can confer with your possessing spirit, After a lengthy inner struggle, you have
learning some forbidden knowledge. Pick one escaped corruption. Your past misdeeds were
skill: Arcana, History, Nature, or Religion. You so foul as to leave a physical or spiritual stain,
can spend your inspiration to gain proficiency which you have finally managed to erase.
in that skill for 1 minute. If already proficient, While you can never regain your innocence or
you instead double your proficiency bonus. purity of spirit, you are not longer mentally or
Once you pick a skill you cannot change spiritually tainted.
your choice until after you take a long rest. Characteristics
As you accepted blame for your past deeds,
Redheaded you are honest or responsible. You are not
Having been touched by the fey, witchcraft, prone to denial or blaming others for your
or other magical forces, you possess a minor failings. However, you are wary of falling from
magical talent. The superstitious believe you grace again, overcompensating in your
are the harbinger of ill-fortune, or made a pact attempts to avoid sin, temptation, or prove
with infernal forces. While not all redheads are your redemption. Because you succeeded
touched by otherworldly forces – the majority where so many others have failed, you might
simply have red hair – all those similarly be prideful and prone to egotism.
"blessed" possess vibrant crimson locks.
Temptation
Characteristics Flaw: "I look down on those who lack the
Being met with suspicion and whispers, you strength to redeem themselves."
have grown either withdrawn and shy or Having given into sin once, there is always
become defensive and defiant. You may be the possibility you will return to your evil
tired of being accused of witchcraft or evil ways. You also experience strong feelings of
deeds and grow angry and irate at the guilt and remorse for your past, potentially
suggestion of impropriety. Or you may feel accepting blame for things beyond your
guilty and ashamed of your abilities, hiding control. Similarly, as you redeemed yourself,
them and your hair to the best of your ability. you might look down upon those unable to do
Either way, you seldom feel like you are seen the same, condemning or judging them for
for who you are and few people see you as an their perceived weakness.
individual.

49
Benefit
Having earned redemption once, you are
strong willed and refuse to give up or
surrender. You can spend your inspiration to Designer's Note: Power
add your proficiency bonus to Wisdom saving Creep
throws or death saving throws for 1 minute or Characters possessing a dark shadow
until you fail a Wisdom or death saving throw, are theoretically more powerful than
whichever comes first. characters without a dark shadow. While
the benefits provided by the option are
Reincarnated designed to be roughly equal to
Caught in a choice of death and rebirth, this inspiration, having more options and
is not your first life and you have returned choices can potentially make a character
from the grave into a new body. You only more powerful.
dimly recall the events of your past life in a The purpose of dark shadows was to
dream-like haze but occasionally you allow flavourful options into the game,
experience intense memories, feelings, and such as being bitten by a vampire or
urges. It is also difficult for you to be reincarnated. These options made poor
resurrected by magic, as your soul is quickly backgrounds, not only because they do
reborn minutes after your death. not provide skills, but also because they
were something that could be gained or
Characteristics removed during play. It seemed strange
You seem more experienced than age would to have characters lose their background
suggest: wise beyond years and possessing as they shook off the curse of
esoteric and varied knowledge. You likely lycanthropy.
appear book smart, having more historical and Dark shadows are tied to inspiration
trivial knowledge rather than current events. as that mechanic is left in the hands of
You might be thoughtful and quiet, prone to the Dungeon Master. If a DM finds a dark
silent reverie and introspection. You are also shadow is being abused then inspiration
occasionally forgetful, calling people by the awarded to that player can be limited.
wrong name and referring to events long since Similarly, if one or more players opt not
past. to take a dark shadow and feel left out or
less powerful, the DM can just award
Temptation them inspiration more often.
Flaw: "I'm more comfortable in days past
than the present."
The weight of ages tugs you to embrace
potentially recalling some details of a person
elements of your past lives over the present:
you have never met or place you have never
old friends might seem more familiar than
been.
current companions and old homes more
comfortable. You experience an occasional loss Second Sight
of identity and sense of self. Past traumas,
especially deaths, make you hesitant to do You have the ability to catch glimpses of the
certain things or go certain places. future, through visions, prophetic dreams,
reading fortunes, or divining signs. You might
Benefit rely on tools, such as bones or tarokka cards,
Tapping into the knowledge of a past life, or patterns found in tea leaves or chicken
you can spend your inspiration to be entrails.
considered proficient in a skill your choice for
1 minute, or a tool of your choice for 1 round.
Alternatively, you can spend your
inspiration to recall memories from a past life,

50
Characteristics as shadows move on their own. You have been
Seeing events unfold in a nonlinear fashion, touched by the plane of shadows and are one
you can be erratic or mysterious: prone to with darkness and the night. The shadows
non-sequiturs, cryptic statements, or even around you move with a will of their own, but
confusion over cause and effect. You might be you can occasionally exert some control,
distracted or have difficulty focusing on the shifting or shaping the darkness.
moment, receiving images or impressions of
different times or possible futures. You may Characteristics
also be fatalistic, having little belief in free will. Having stared into blackness you see things
in black and white. This might be a literal
Temptation colour blindness, which removes all hues from
Flaw: "I find it difficult to believe my your vision depriving you of the beauty of
actions have meaning." colour, or metaphorical, as you philosophically
There is the potential to abuse your visions view things in absolutes.
and foreknowledge for personal reasons,
selfishly using your gift to gain material Temptation
comforts. Seeing inevitable future tragedies or Flaw: "Everyone has a darkness inside
failing to alter the future can lead to them."
depression and pessimism, believing that you As shadows are created by light, it is easy to
cannot alter destiny and people have no choice believe that evil is created by good. You might
or real freedom. see sinners and villains everywhere, or the
darkness lurking in everyone. It can become
Benefit hard to even believe in goodness and light.
You can take advantage of your
foreknowledge to succeed at simple tasks. You Benefit
can spend your inspiration to treat a d20 roll Through sheer will, you can lengthen and
as an 11. darken nearby shadows. You can spend your
Alternatively, you can use your gift to gain a inspiration to make a creature or object lightly
brief vision of the future. This vision is cryptic obscured for 1 round.
and often veiled in metaphor, but useful when Alternatively, you can spend your
otherwise lacking direction. inspiration to shape or sculpt an existing
shadow into a simple two-dimensional image.
Shadow Touched This shadow can be no larger than a medium-
sized creature.
The darkness moves and shifts around you

51
CHAPTER 5: EQUIPMENT
The cliffs of the Balinok Mountains towered
above on either side of the narrow Svalich Variant: Alternate Materials
Pass; the guards eyed the road nervously, The vast majority of weapons are made out
equally wary of bandits and rockslides. The of common steel, which is durable and holds
small hammer struck metal with a light tap, an edge. But not all of the horrors of the Mists
the precise and delicate blow of a true artistan, are susceptible to steel weaponry, and some
yet mirrored all along the short avenue: the require more exotic minerals.
gunsmiths of Dementlieu were busy today. The
gears and fine tools lay in a precise order on Silver
the black velvet as the Lamordian clockmaker The alchemical silver of other worlds –
began the work of repairing the damaged which allows silvered weapons to be as
pocket watch. effective as steel – is far more rare in in the
In much of the Core, technology in more Mists. Most silver weapons are made of silver
advanced than in other realms and worlds. alloy, and dulls more quickly than steel,
This has granted easier access to firearms, threatening to bend or break. Silver weapons
clockworks, and other wonders of science. Gas weigh 1.5x more than steel weapons.
lamps are beginning to replace candles in A silver weapon costs an extra 50 gold
many homes pieces due to the value of the weapon and the
extra skill required to work with the metal.
Weapons When you roll a 1 on an attack roll, reduce the
Light weapons and armour have replaced size of the weapon's damage die. For example,
heavy steel in many lands, with knights on a d8 becomes a d6. This lasts until you take a
horseback almost anachronistic. Renaissance long rest. If the damage die would be reduced
firearms are available in the Western Core, but below 1d4, the weapon breaks.
are typically only affordable by the wealthy. Cold Iron
Weapon Properties Made from cold worked iron or ore mined
Most weapons use the common properties, from deep within the earth, cold iron
but craftsmanship in the Mists allows lighter negatively affects fey like silver affects
weaponry that is easily hidden. lycanthropes. Cold iron is brittle and easily
Concealed. You have advantage on breaks if the user is not careful with their
checks to hide the weapon from sight. swings.
Because extra effort is required in the
Item Cost Damage Weight Properties
Martial Melee Weapon
Sword Cane 15 gp
1d6 piercing (sword), 2 lbs. finesse, light, concealed
1d6 bludgeoning
(cane)
Martial Ranged Weapon
Coat pistol 150 gp 1d8 piercing 2 lb. Ammunition (range 20/60),
loading, concealed
Martial Hybrid Weapon
Pistol-rapier 300 gp 1d8 piercing 5 lb. Ammunition (range 25/75),
loading, finesse

52
mining and forging processes, a cold iron Strength saving throw or the weapon breaks.
weapon costs an extra 150 gold pieces. When
used against fey this weapon is considered Bone
magic in regards to resistance. If you roll a 1 Bone is a simple building material, but over
on an attack roll you must succeed on a DC 11 time bone grows brittle and does not hold and
Strength saving throw or the weapon becomes edge for long. Bone weapons weigh half as
damage and you have disadvantage on attack much as steel weapons.
rolls with that weapon until you complete a Bone weapons are cheap to make but
short rest. require special orders to build, costing half as
much to craft or buy. If you roll a 1 or 2 on an
Gold attack roll you must succeed on a DC 14
While a heavy metal, gold is soft and easily Strength saving throw or the weapon breaks.
deforms making it unsuitable for weapons. To
be effective, gold weapons are made of gold Improvised Weapon
alloys, being only half or three-quarters gold. Commoner heroes and angry mobs often
Gold weapons weigh twice as much as steel have to make do with what is at hand rather
weapons. than manufactured weapons. The table below
A gold weapon costs an extra 300 gold provides the equivalent weapon. Characters
pieces, which includes the metal and the extra using worn or crudely made improvised
work required to strengthen the metal. When weapons do not apply their proficiency bonus
you roll a 1 on an attack roll, reduce the size of to attack rolls.
the weapon's damage die. For example, a d8
becomes a d6. This lasts until you take a long Tool Weapon Equivalent
rest. If the damage die would be reduced below Axe Battleaxe
1d4, the weapon breaks. Broken Bottle Dagger
Stone Crowbar Mace
Weapons can be made of stone such as flint. Gaff Pick
While hard and heavy, stone weapons shatter Hammer Light hammer
after periods of stress. Most stone weapons Hatchet Handaxe
weight slightly less than steel weapons, but the Hoe Quarterstaff
size needed to make them effective offsets the Carving Knife Dagger
lighter material Machete Scimitar
Stone weapons are cheap to make but Cleaver Handaxe
require special orders to build, costing half as Pitchfork Trident
much to craft but twice as much to buy. If you Fireplace Spear
roll a 1 on an attack roll you must must Poker
succeed on a DC 13 Strength saving throw or Scalpel Sickle
the weapon breaks. Shovel Quarterstaff
Skillet Club
Obsidian Sledgehammer Warhammer
Volcanic glass is brittle but razor sharp,
able to hold a sharper edge than steel.
Obsidian weapons are cheap to make but
require special orders to build, costing half as
much to craft but twice as much to buy. When
attacking with an obsidian weapon that deals
slashing or piercing damage, once per turn you
can reroll a damage roll. You must take the
second result, even if it is lower. If you roll a 1
on an attack roll you must succeed on a DC 14

53
Adventuring Gear Tools
Item Cost Weight Item Cost Weight
Clock Artisan's tools
pocketwatch 300 gp - clockworking tools 50 gp 10 lb.
Mantle 250 gp 5 lb. gunsmithing 30 gp 7 lb.
grandfather clock 200 gp 80 lb. Vehicle
Compass 15 gp 1 lb. Vardo, simple 60 gp 600 lb.
Phonograph 100 gp 10 lb. Vardo, ornate 120 gp 650 lb.
wax canister 10 gp -
Plague Mask 10 gp 1 lb. Trinkets
Syringe 10 gp - d100 Trinket
Straightjacket 20 gp 5 lb. 1-2 An ebony walking stick with a
Tarokka Deck 50 gp 1 lb. silver head monogrammed "J.F.".
Clock. Clockwork timepieces keep accurate 3-4 A pickled human head in a jar.
time so long as they are wound or maintained. 5-6 A cameo necklace with an
The smaller the clockwork the more delicate ancestor's portrait inside.
work required to manufacture the clock.
7-8 Thirteen glass teardrops in a
Compass. A compass unerringly points
velvet lined box.
north, granting advantage on all Wisdom
9-10 A black leather-bound book
checks related to navigation.
written in an unknown language.
Phonograph. A device used for recording
11-12 A dagger with a blood stain that
sounds on metal cylinders coated with wax,
won't wash off.
and then replaying recordings through a large
13 A well-read copy of a Van Richten
horn.
Guide with personal annotations.
Plague Mask. A leather hood with a long,
14-15 An obsidian glass eye.
conical nose resembling a beak. The nose is
16-17 Half of a map of the Ste. Ronges
stuffed with aromatic herbs designed to shield
sewer system
the wearer from contaminated vapors. While
wearing the mask you have advantage on 18-19 A long silk handkerchief
saving throws to against airborne diseases or embroidered with the name
effects caused by foul odours. The herbs dry "Collins".
out after 1 day and need to be replaced at a 20-21 A rosary whose wooden beads
cost of 15 gp. have been worn smooth with use.
Syringe. A sturdy medical syringe can 22-23 A straight razor with a pearl
deliver a potion or poison. Using a syringe handle.
requires an attack roll and can be done in 24-25 Blueprints of an unknown manor
place of an attack. house in the Mordentish style.
Straightjacket. These canvas restraints 27-26 A small velvet bag of fortune-
can bind a Small or Medium creature. telling bones.
Escaping a straitjacket requires a successful 27-29 A silver coin minted in an
DC 20 Dexterity check. Tearing them requires unknown land.
a successful DC 25 Strength check. 30-31 An elaborately carved goat's skull
Tarokka Deck. A simple deck of fortune- candle holder.
telling cards kept in a velvet lined box. While 32-33 Ruby and silver cufflinks.
magical variants exist, most decks are 34-35 A broadsheet newspaper with next
mundane. year's date.
36-37 A wax phonograph cylinder
38-39 A tin snuff box.
40-41 The desiccated body of a bat.

54
42-43 A mummified humanoid hand. 74-75 A silk top hat that's just a little too
44-45 An ivory game piece shaped like a large for you.
queen. 76-77 A cipher for cracking an unknown
46-47 A pocket watch with thirteen code.
hours that manages to tell the 78-79 Fragments of a gold-covered
correct time. drinking horn.
48-49 Small stone statue of a horse. 80-81 A porcelain doll resembling a
50-51 A puzzle box you have been family member.
unable to solve. 82-83 A sealed glass vial of blood.
52-53 A compass that doesn't point 84-85 A bottle of Borcan wine without a
north. label.
54-55 A water damaged autobiography. 86-87 Three polished black stones in a
56-57 Gold rimmed spectacles with a silk pouch.
thin golden chain. 88-89 A package of spices from across
58-59 A jade pendant that always feels the sea.
warm to the touch. 90-91 Six red candles with blackened
60-61 Sheet music for an unfinished wicks.
opera. 92-93 A human finger bone on a leather
62-63 A key to an unknown lock with a cord.
bow shaped like a cat's eye. 94-95 A black lace mourning veil.
64-65 A small lockbox shaped like a 96-97 A hip flask engraved with the
coffin. phrase "patience".
66-67 A braided lock of black hair. 98-99 A used and slightly deformed
68-69 The fang of an unknown animal. silver bullet.
70-71 A single masterfully painted 100 A black rose that never wilts.
tarokka card.
72-73 A chapbook almanac of the Core.

55
CHAPTER 6: FAITHS
The gods of the Mists are silent. They the Great Upheaval when the neighbouring
might answer prayers but never commune lands of Markovia and G’Henna were
with their followers, although some seemingly destroyed. Believing fey and
followers would argue otherwise and insist black magic was responsible, a priest of
that the gods are simply more subtle in their Belenus, Wyan, organized an inquisition to
advice. Followers of the divine argue their fight back.
existence can seen in the wonders of nature In Forlorn, Belenus is worshipped as part
and the existence of man, not their physical of a larger pantheon of deities by reclusive
presence. human druids.
Skeptics and atheists believe there are no
gods, while the faithful maintain that the Eternal Order
rare clerical magics prove the existence of The state religion of Darkon, it does not
the divine. Doubters argue that clerical revere a single deity but instead wards off
magic might be another form of arcane the end of the world.
magic and point to examples of fallen clerics Alignment: Neutral Evil
not being chastised for blasphemy through Suggested Domains: Death,
the loss of spellcasting. Knowledge
Darkonian tradition holds that the land
Belenus once belonged to the unliving. The living
A god of the sun and fire, Belenus is the stole the world, banishing the spirits to the
deity of three unrelated lands: Tepest, Grey Realm. It is prophesied that one day,
Forlorn, and the Shadowlands. the Hour of Ascension will come and the
Titles: The Master of Fire vengeful dead will rise and return to reclaim
Alignment: Neutral Good what is rightfully theirs.
Suggested Domain: Light The Eternal Order performs countless
Followers of Belenus claim that he rituals intended to appease the dead and
bestows the life-giving light of the sun on continually postpone the Hour of Ascension.
those who please him and withholds it from It liberally borrows rites and tenants from
those who earn his wrath. other religions, especially those related to
In Nidala, the civilized heart of the death or undeath.
Shadowlands, the worship of Belenus is The Requiem, the horrifying event which
organized and takes place in a huge and killed every living inhabitant of Il Aluk, was
glorious cathedral. Only women can join the seen by some as the beginning of the Hour
priesthood, and must take vows of chastity. of Ascension. The clergy placed the blame
Men serve the church of the one true god as for the tragedy on the Darkonian people and
enforcers or guardians. Other religions are their weak faith. This has fragmented the
ruthlessly persecuted, as are transgressions populace, with some renewing their faith
against Belenus. and dedication to the Order while many
In Tepest, the veneration of Belenus is a others abandoned the religion.
folk religion, incorporating many local
traditions, habits, superstitions, and Ezra
legends. The faith is mingled with tales of Once a mortal, Ezra returned as a god
shadow fey, ravenous goblins, and horrible and protector.
witches. Titles: Maiden of the Mist, Our
Once limited to village priests tending Guardian in the Mists
their small congregations, this changed after Alignment: Lawful Neutral

56
Suggested Domains: Life, War the world. She gathered together thirteen
The most widespread religion in the women and thirteen men and taught them
Mists, this is practiced in most of the secrets of the Weave, a form of magic.
Western and Northern Core, and Followers that identify as male tap into
missionaries have brought the faith to elemental forces, typically becoming
distant lands such as Souragne. The worship sorcerers, while the feminine are clerics or
of Ezra is centered in Borca where it is druids.
known as the Home Faith. The witches of Hala are frequently
Ezra is commonly depicted as a tall, persecuted. The Weave is not inherently
slender woman in flowing, white robe, with evil, though its use is rife with occult
raven hair that contrasts sharply with her dangers. Exposure to the Weave or witches
pale skin. Revered as both protector and of Hala is rumoured to create caliban, foul
healer, she is usually depicted holding an milk, ruin crops, and worse. According to
alabaster kite shield and a slender sword of superstition, followers of Hala that lose
similar construction. The shield is often control of their magic are transformed into
adorned with a sprig of wolfsbane in monstrous hags.
recognition of her role as a healer.
The Church of Ezra has no fewer than Lawgiver
four distinct sects, each with their own The state religion of Hazlan and Nova
objectives and methods, although they all Vaasa, it rewards blind obedience.
recognize the authority of the central Titles: The Iron Tyrant, the Black Lord
church. Alignment: Lawful Evil
According to most traditions in the Suggested Domain: War
Church, Ezra was a virtuous woman who, Clerics of the Lawgiver claim that the
despairing of the evils in the world, revelation of His true name would strike a
surrendered her mortality to the Mists to mortal dead. His religion asserts the divine
become an eternal guardian of mankind. providence of rulers: those born into wealth
and power deserve to rule, those born into
Hala poverty deserve only what is earned through
A secretive and mystical faith, followers dutiful service to their betters.
of Hala are often accused of being witches The church enforces stratification. Clergy
or hags. drawn from different social classes do not
Titles: The Witch of the Weave, Last of mix and marriage between different
the Nine ethnicities and races are forbidden.
Alignment: Neutral
Suggested Domains: Arcana, Nature, Morninglord
Tempest The god of the rosy dawn that ends even
Worshipers of Hala commonly operate the darkest of nights.
out of hospices, where they offer healing to Titles: The Bringer of Dawn
anyone who comes to their door. The church Alignment: Chaotic Good
does not actively seek new followers. While Suggested Domains: Light, Life
they can be found in every land, nowhere is The Cult of the Morninglord asks little of
the faith the predominant religion. its followers, save that they treat each other
According to the holy text of Hala, Tales with kindness and retain hope in their
of the Ages, nine deities created the world hearts. This is a humble faith whose simple
from roiling mists of Chaos. The deities then teachings conceal a message of intense
withdrew, allowing mortals free reign. But hope: no matter how bleak the future may
the mortals lacked wisdom and the world seem, no matter how dark the night, dawn
soon filled with pain and anguish, so one of will come.
the Nine, Hala, returned to ease suffering in The Morninglord’s clergy is small,

57
focused in Barovia. However, the faith has creatures are abominations, pathetical rivals
spread with traders and but its cultists can to be slain or a herd to be thinned.
be found across the Core. It tends to attract
a following among the downtrodden, who Zhakata
have little to offer but kindness and hope. The beast-deity of G'henna that demands
The Morninglord is usually depicted as a continual sacrifice.
luminous sylvan humanoid with blonde hair Titles: The Devourer and the Provider
and golden skin. In the oldest images of the Alignment: Lawful Evil
god, his face is smeared with blood. The cult Suggested Domains: Light, War
teaches that this is because even the greatest Depicted as a monstrous creature
good can hold some stain of evil, and that squatting atop a pile of bones, Zhakata is
even the most depraved evil may yet contain appeased not worshipped. Believed to
a spark of good. appear to his followers in two forms – the
Devourer and the Provider – the people of
Wolf God G'henna have only experienced the former.
Beast-god of the night worshiped in They starve themselves to offer their
primordial forests. sacrifices of food in the hopes of one day
Alignment: Chaotic Evil earning the era of plenty.
Suggested Domains: Nature, Trickery There is no separation between church
In the misted woods of the southwestern and state in G'henna and the word of the
Core demonic wolves that walk like men priests is law. All foodstuff is delivered to
praise a savage and predatory being known the church so Zhakata's portion can be
only as the Wolf god. They worship their taken and the remainder divided among the
patron with frenzied rites of blood and populace. In the poor land, buying or selling
carnal acts under the light of a full moon. food is a religious offence and obesity is
Followers of the Wolf God hold that sacrilege.
wolves are divine beings. All other predatory

58
CHAPTER 7: TREASURE
The tip of the short spear was crimson, of a vampire or scattered among the remains
stained by the blood of countless victims and of a werewolf's meals.
still hungry for more. The simple ring is
carved from a single piece of obsidian, Magic Items
curiously red in hue; when touched there is In the Mists, permanent magic items
the slightest tingle of static electricity. should be awarded deliberately and seldom
Masterfully crafted in gold and silver, this handed out randomly.
triangular amulet is marked with iconography All magic items should have some history –
of Osiris, Horus, and Anubis. even if it is just implied. This past might
include the origin of the magical item or the
Types of Treasure deeds of its past owners. Magic items might
Most of the standard forms of wealth exist created spontaneously: the essence of the land
in the Mists. seems to seep into items, giving them minor
Coins. With the many travellers that pass enhancements and subtle properties. Many
into the Mists from foreign lands, coinage magic items are relics of some sort, items that
from any kingdom is generally accepted were employed by people of great destiny or
without question. Most merchants have scales even mundane items that were at the site of a
and other tools to test the value of unfamiliar momentous event and then used in the
coins. Some more xenophobic lands creation of a magic item. Fragments from a
(Falkovnia) are more reserved regarding stake used to burn a witch might become a
foreign currency and settlements on the wand of fireballs and the finger bones of a
borders have moneychangers. anchorite of Ezra who died while tending to
Gems. With most communities being her congregation during a plague might
isolated and self-sufficient, gems are harder to become a periapt of health. In the latter
trade; few farms need to trade the wealth example, the magic items is not just a periapt
contained in a gemstone and seldom have the of health but "the knucklebone of Sister Anne-
coinage needed exchange for a gem. Marie".
Art Objects. As you cannot eat a painting, The majority of permanent magic items
most art objects are only as valuable as their should have a quirk or minor property. These
material. In larger cities there might be a should be atmospheric and tie into the nature
demand for art, and some lands pay highly for of the magic item. As fewer magic items are
pieces of beauty. created, most do not look magical or
Magic Items. Spellcasters are rare in the wondrous, appearing as more mundane items.
Land of the Mists, but magic items are not Many folk discover a magical item and have
unknown. Items have an unnerving tendency no idea the treasure they hold, considering it
of becoming magic, especially those involved another battered sword or tarnished ring;
in acts of evil or left in places stained by magic items that appear magical are often the
darkness. most dangerous and are frequently cursed.
Reducing Magic Items
Awarding Treasure If randomly rolling on a treasure table
Treasure is less important in the Mists. there are a couple methods to reduce the
Fewer adventures are entirely motivated by number of permanent magic items in the
the acquisition of wealth. Adventurers driven campaign
by greed often find themselves consumed by Different Dice. When determining
this sin. But treasure still exists and will treasure for a hoard, instead of rolling a d100,
eventually be discovered, whether in the lair

59
you can instead roll a d10 and a d8 with the made with this weapon. When you hit an
d10 being the "ones" and the d8 being the incapacitated creature with this weapon the
"10s". This produces results from 10-89. This target must make a DC 13 Constitution saving
increases the chances of getting a magic item throw, taking an extra 2d8 piercing damage
but removes upper end of the table. on a failed save, or half as much on a success.
Static Subtraction. When determining
treasure for a hoard, roll 1d100 - 10. Baron's Arm
Random Subtraction. When Weapon (mace), uncommon
determining treasure for a hoard, roll 1d100 - This exotic flail is fashioned in the shape of
3d6. an armoured gauntlet. A short barbed whip is
attached to the hilt. Barons arms are
New Magic Items exclusively wielded by the Black Leopards of
Valachan. You gain a +1 bonus to attacks and
Animated Portrait damage rolls with this weapon. Both the mace
Wondrous item, rare (requires attunement) and scourge ends cause terrible scarring
An unremarkable piece of art that wounds; when you score a critical hit the
appearing to be painted by someone of target must make a DC 15 Constitution saving
average skill, this painting always features at throw or be scarred. While scarred, the target
least one person. While touching the painting has disadvantage on all Charisma checks.
you can cast alarm as an action, warding the Each time the target takes a long rest they can
room where the painting is hung. When the repeat the saving throw, healing the scars on a
alarm is triggered you can speak the name of success. Magic such as greater restoration
the painting to see through the eyes in the can also remove the scars.
portrait. You can observe for as long as you
Blood Coin
concentrate, up to 1 hour. While watching
Wondrous Item, legendary
through the painting, the eyes in the painting
Resembling a common silver piece there is
move and mimic your eyes. While seeing
the faintest red smudge on one side that
through the painting you cannot see what is
cannot be wiped off. The coin always appears
happening around your body and you are
minted in the expected nation, such as the
considered blinded.
current land or your homeland. The coin
Avenger's Sword allows you to cheat or swindle with ease,
Weapon (any sword), rare (requires making any deal you propose seem
attunement) reasonable. This effect is noticeable, and you
This worn sword looks deceptively plain, innately know it is the coin's influence.
with no special adornment. You gain a +1 Creatures that you try to do business with
bonus to attack and damage rolls with this are considered to be charmed and utterly
weapon. This sword has 3 charges. As an convinced your proposals seem reasonable,
action you can spend a charge to cast locate the terms of any agreement you suggest seem
creature, detecting a creature that took hit fair and equitable. The creature is under no
point damage from the sword in the past day. compulsion to accept the trade, and can still
The sword can only track one creature at a refuse to sell items of personal value or
time. The sword regains 1 charge at dawn. immediate need.
Curse. Until the curse is activated the coin
Ba'al Vaerzi Dagger can be given or thrown away. However, the
Weapon (dagger), rare, (requires attunement coin refuses to be used in a purchase unless it
by a rogue or monk of evil alignment) is the last coin in your possession, magically
This grim dagger cannot be sheathed until returning to your purse. Once you have used
it has tasted blood. Its leather sheath is made the coin to cheat someone the curse activates,
from the skin of the assassin's first victim. You the coin becomes attuned, and cannot be
gain a+1 bonus to attack and damage rolls given, lost, or spent. The coin reappears in

60
your possession within moments. wondrous power. When you throw the
The coin causes you to weep tears of blood. figurine to a point on the ground within 60
The blood is mundane and causes no damage feet of you as an action, the figurine becomes
but is visible, staining everything it touches. a living cat using the statistics of a panther. If
You weep blood for 1 minute for every silver the space where the cat would appear is
piece swindled. For example, if you use the occupied by other creatures or objects, or if
coin to cheat someone out of 150 gp you cry there isn't enough space for the cat, the
blood for a little over a day. A remove curse figurine doesn't become a cat.
spell does not remove the coin's curse but The cat is friendly to you and your
pauses the weeping for 1 day. companions. It can become a house cat for up
To be rid of the coin, you must give away to three hours every day. The cat has an
all your possessions (save the clothes on your intelligence of 5, understands Vaasi, and
back and the coin) and live as a beggar for a obeys your spoken commands. If you issue no
year and a day. At the end of the year you can commands, the creature defends itself but
give away the coin: nothing can be bought takes no other actions. If the cat is recalled
with the coin and it cannot be thrown away, it while feeding the kill becomes part of the
must be freely given.
Candle of Nightmares Giant Cat
Wondrous item, uncommon Huge beast, unaligned (neutral evil)
This midnight blue candle has a long, Armor Class 14 (natural armour)
slender wick that barely seems touched by Hit Points 104 (9d12 +18)
flame. While lit this candle sheds half the Speed 50 ft.
normal light and is not consumed by its
Str 20(+5) Dex 15 (+3) Con 15 (+2)
flame, burning for 8 hours or until
Int 5 (-3) Wis 12 (+1) Cha 8 (-1)
extinguished. When you light this candle
you whisper the full name of the target. Skills Perception +3, Stealth +7 Senses
That night the target experiences vivid passive Perception 13
nightmares and must succeed on a DC 13 Languages Vaasi
Wisdom saving throw or be unable to Challenge 3 (700 XP)
benefit from their long rest. Once lit this TRAITS
candle cannot be used again for 1 week. Keen Smell. The giant cat has advantage on
Wisdom (Perception) checks that rely on
Carrion Blade smell.
Weapon (guisarme), rare Pounce. If the giant cat moves at least 20
The blade of this guisarme is serrated feet straight toward a creature and then
like a sawblade. You gain a +1 bonus to hits it with a claw attack on the same turn,
attack and damage rolls with this weapon. that target must succeed on a DC 15
When you score a critical hit against a Strength saving throw or be knocked
living creature, the blade tries to burrow prone. If the target is prone, the giant cat
into the flesh of the target, allowing you to can make one bite attack against it as a
use a bonus action attempt to grapple the bonus action.
target. If you start your turn with a ACTIONS
creature grappled with the weapon, as an Bite. Melee Weapon Attack: +7 to hit, reach
action you can automatically deal damage 5 ft., one target. Hit: 11 piercing (1d12+5)
as if you had hit the target with an attack. damage.
Cat of Felkovic Claw. Melee Weapon Attack: +7 to hit, reach
Wondrous item, legendary (requires 5 ft., one target. Hit: 14 slashing (2d8+5)
attunement) damage.
This item seems like a figurine of

61
figurine, vanishing when unobserved. three-quarters of their hit points, or are below
Each day the cat is not fed it animates on half. However, while wearing the spectacles
its own during the night and hunts for food. you have disadvantage on all Wisdom
While animated by hunger the owner has no (Perception) and Intelligence (Investigation)
control over the cat. During this period the cat checks.
is immune to nonmagic weapons and has
advantage on all saving throws against spells. Dreamcatcher
On the first nights, the figurine appears as a Wondrous item, uncommon
tiny house cat and hunts small prey such as This circle of intertwined twigs, strings,
mice. Each subsequent night the cat awakens beads and feathers is created by the Abber
as a progressively larger and fiercer cat, nomads of the nightmare lands to protect
hunting prey of an appropriate size. When the themselves from mental control and the
cat has eaten its fill, it returns to where it influence of dark dreams. The dreamcatcher
animated and reverts to figurine form. starts with 5 charges. When you hang this
item you can spend a charge to create a 10-
Statblock Days w/o Meat foot-radius sphere that protects all creatures
Feeding Required in the area from being charmed, frightened or
possessed by elementals or fiends, functioning
Cat 1 1 lb.
similar to a magic circle. The dreamcatcher
Jackal 2 20 lb.
also protects you from effects relating to
Panther 3 30lb.
dreams and nightmares, such as the dream
Lion 4 40 lb.
spell or haunting power of night hags.
Saber 5 50 lb.
Toothed Edge of the Kargat
Tiger Weapon (dagger), very rare (requires
Giant Cat 6 60 lb. attunement by a creature of non-good
alignment)
Also known as Azalin Daggers, these
Crimson Zombie Ring weapons were created for elite agents of
Ring, rare Azalin Rex's secret police. You gain a +1 bonus
When you place this ring on the hand of to attack and damage rolls with this weapon.
the corpse of a humanoid creature, after 10 When you deal hit point damage to an
minutes the ring animates the corpse as a uninjured creature, you can use a bonus
zombie. As the zombie is being animated its action to become invisible until the end of
skin dries and crumbles away revealing the your next turn.
creature's musculature. The zombie is not
under your control and attacks the first living Fog Juice
creature it sees. Once the ring has animated a Potion, uncommon
zombie it ceases to have any magical power. When you pour out this jug a swampy fog
fills a 40-foot-radius sphere, spreading
Death Shades around corners. The area is heavily obscured
Wondrous item, rare for 1 hour or until a wind of moderate or
These dark spectacles are rimmed in thin greater speed (at least 10 miles/hour)
bone. You can don these glasses as an action, disperses it.
and while wearing them you see the world in
shades of black and white. Living things Fraternal Ring
appear brighter, almost being slightly Ring, uncommon, (requires attunement by a
luminescent while dead creatures and spellcaster)
nonliving objects are black. Creatures with full This silver ring is shaped as two
hit points are vibrant, slowly dimming as they intertwined asps holding a black onyx in their
become injured. You can look at a creature mouths. These rings were created for the
and instantly tell if they are at full health, have Fraternity of Shadows, serving as a symbol of

62
membership. While wearing this ring you can relating to creature type. For example,
cast the spell darkness once per day. You vampires appear normally in the mirror.
don't need to concentrate on the spell but
duration is only 1 minute. Orb of Augmentation
Wondrous item, very rare (requires
Grave Robber's Shovel attunement)
Wondrous item, rare This orb was created by sealing the still-
The shaft of this shovel is black and the living brain of an arcane spellcaster inside a
blade a dark grey steel. The cutting edge of the crystal orb. The orb can be used as a
shovel's blade is pointed, designed for cutting spellcasting focus. The orb has 4 charges and
into soil. You can dig incredibly fast with this regains 1d4 charges at dawn. If you are a
shovel, creating a 15-foot-square hole in 1 spellcaster holding the orb, you can convert a
minute. You can only use the shovel for charge into spell slots to cast spells you have
moving earth, sand, and gravel. Tunnels prepared or know. You can create spell slots
created with the shovel collapse. only of a level equal to or lower than your own
spell slots, up to a maximum of 5th level. You
Greatsword of Purity use the charges in place of your slots, but
Weapon (greatsword), legendary (requires otherwise cast the spell as normal. For
attunement by a creature that has never example, you can use 3 charges to cast a 1st
gained a level of corruption) level spell as a 4th level spell.
The blade of this weapon seems to be made
of a slightly translucent metal. One such Ring of Reversion
sword is known to be owned by the mistress of Ring, very rare (requires attunement by a
the Carnival. cleric)
When drawn the weapon sheds silvery dim This ring is a blood red garnet set onto a
light in 10' radius. You gain a +2 bonus to simple iron band inscribed with ancient
attack and damage rolls with this weapon. runes. You can force a shapechanged creature
When you hit a creature with at least 1 level of to revert to its true form or exorcise a soul
corruption or an undead, fiend, or aberration possessing a body. As an action you touch a
that creature takes an extra 2d6 points of creature that is polymorphed, shapechanged,
radiant damage. Wild Shaped, or otherwise not in its natural
form. The creature must succeed on a DC 16
Heartseeker Spear Wisdom saving throw or return to their true
Weapon (any spear), very rare form. If the creature touched is possessing a
You gain a +1 bonus to attack and damage body that is not its own it must make on a DC
rolls with this weapon. When you hit an 14 Charisma saving throw or the possessing
undead with this magic weapon, that creature soul is forced from the body. Once the ring
takes an extra 2d6 piercing damage. If the has been used, it cannot be used again until
target is a vampire with 50 hit points or fewer dawn the following day.
after taking this damage, it must succeed on a
DC 15 Dexterity saving throw or it is stated Sacrificial Dagger
through the heart. If the attack was a critical Weapon (dagger), very rare (requires
hit the vampire has disadvantage on the attunement)
saving throw. You gain a +1 bonus to attack and damage
rolls with this weapon. When you attack an
Mirror of Reflecting incapacitated creature with fewer than 50 hit
Ring, very rare points they must succeed on a DC 15
Reflections in this mirror shows true Constitution saving throw or be slain
appearance of its subjects. The mirror doesn't instantly. As an action you can choose to
reflect illusions and invisible creatures can be animate the slain creature as a zombie that is
seen in the mirror. The does not reveal the permanently under your control. Once a
existence of any magical effects, nor details

63
zombie has been created, this power can't be slender, seemingly forged from black mithril.
used again until the next sunset. You gain a +2 bonus to attack and damage
rolls with this sword. While using the sword
Scroll of Escape of arak you have darkvision out to a range of
Scroll, legendary 90 feet. When you score a critical hit against a
Reading this scroll takes 10 minutes. If you creature that has fewer than 50 hit points, it
are interrupted you must begin again. Once must succeed on a DC 15 Constitution saving
you have finished reading the scroll it bursts throw or be slain
into flame. Embers and parks drift up from Curse. Once per day you must help kill a
the scroll, burning a hole in the fabric of living creature of at least Small size with the
reality the size of a door. The portal remains sword. Each day the sword's thirst is not
open for 5 minutes before closing. The exact quenched you must make a DC 15 Charisma
location the portal leads to is seemingly saving throw. On a failure you have
random. disadvantage on all Intelligence, Wisdom, and
Soul Searcher Medallion Charisma checks but gains advantage on
Wondrous item, legendary (requires Strength and Dexterity checks. You also
attunement) become possessive of the blade, not wishing to
This smoky glove is suspended on a fine, let it out if your sight. If the weapon is taken
silver chain. This medallion is rumoured to be you will do almost anything to recover it.
able to bend the laws of the land and reveal Talon Armour
the true nature of people. To use this amulet Armour (heavy), uncommon
you must hold it in both hands and focus on a Specially crafted for the Talons of Vlad
creature or object within 60-feet. The Drakov, the armour is stylized to resemble
medallion shows the truth as a true seeing fiendish birds of prey. While you're wearing it
spell, also revealing the target's alignment, you have advantage on Charisma (Intimidate)
level of corruption, and any spells or curses checks against humanoids.
affecting them. A soul seeker medallion is
extremely fragile, and a single hit point of Talon Bracer
damage will cause it to shatter. Wondrous item, uncommon
Worn by the Talons of Falkovnia, these
Sphere of Night bracers are welded shut upon the soldier's
Wondrous item, rare initiation. To be removed they gave to be cut
This glass sphere holds a viscous black off. While wearing these braces you have
fluid. The sphere is fragile, and easily breaks advantage on saving throws against the
when it strikes a hard surface. If thrown the charmed and frightened conditions.
sphere has a normal range of 20 feet and a Curse. As long as you wear these bracers
long range of 60 feet. When you break the you are utterly loyal to Vlad Drakov and must
glass a magical darkness spills out, filling a succeed at a DC 20 Wisdom saving throw to
30-foot radius sphere. The darkness spreads disobey an order from Drakov or betray
around corners. A creature with darkvision Falkovnia.
can't see in this darkness, and nonmagical
illumination does not function. If any of the The Wishing Imp
darkness overlaps with light created by a spell Wondrous item, legendary (requires
of 2nd level or lower, the spell that created the attunement)
light is dispelled. This 1-foot-tall black stone statue is carved
in the shape of a cherub with batlike wings,
Sword of Arak small horns, and a barbed tail. Despite its
Weapon (longsword), legendary (requires appearance, the wishing imp is an intelligent
attunement) and malevolent creature. The imp bonds with
The ivory hilt of this sword is carved to its owner, offering wishes. However, the imp
resemble a wailing banshee, and the blade is

64
wishing imp and it has taken you as its
Wishing Imp master you can only get rid of the imp by
Tiny construct (devil, shapechanger), chaotic giving or selling it to another creature. The
evil full truth of the imp must be explained prior
Armor Class 13 and the creature must willingly accept the
Hit Points 14 (4d4 + 4) imp. If you try to get rid of the imp by other
Speed 20 ft., fly 30 ft. means it always reappears among your
Str 6 (-2) Dex 17 (+3) Con 13 (+1) belongings. Death is the only other release.
Int 12 (+1) Wis 17 (+3) Cha 16 (+3) Wolf's Head Amulet, Silver
Skills Deception +5, Insight +6, Persuasion +5 Wondrous item, rare (requires attunement)
Damage Resistances cold This amulet bear an image of a wild beast
Damage Immunities fire, poison; wrapped in chains. While wearing this
bludgeoning, piercing, and slashing from amulet you cannot use cannot use a
nonmagical weapons that aren't stone shapechanger trait gained from lycanthropy,
Condition Immunities exhaustion, and if infected with the curse of lycanthropy
paralyzed, poisoned, petrified you do not change shape during a full moon.
Senses darkvision 90 ft., passive Perception 13
Languages telepathy 60 ft. Wolf's Head Amulet, Ivory
Challenge 1 (200 XP) Wondrous item, rare (requires attunement)
TRAITS This amulet bear an image of a wild beast
Fiendish Sight. Magical darkness doesn't wrapped in chains. Attuning to the amulet
impede the wishing imp's darkvision. curses you until you are targeted by the
Magic Resistance. The imp has advantage on remove curse spell or similar magic:
saving throws against spells and other magical removing the amulet fails to end the curse.
effects. While cursed you become a were beast
Statuesque. While the wishing imp remains during periods of the full moon, as if you
motionless, it is indistinguishable from a small were infected with the curse of lycanthropy.
inanimate statue. Wolfspaw
ACTIONS Wondrous Item, common
Sting. Melee Weapon Attack: +5 to hit, reach 5 This simple peasant's charm is the paw of
ft., one target. Hit: 6(1d6 + 3) piercing a wolf stuffed with wolfsbane and hanging
damage, and the target must make on a DC 13 from a leather thong. Wolves, wild dogs, and
Constitution saving throw, taking 7 (3d4) other canines must make a DC 15 Wisdom
poison damage on a failed save, or half as saving throw to move closer than 10 feet
much damage on a successful one. from you. Supernatural canines such as
Invisibility. The wishing imp turns invisible werewolves and vampires in the form of a
until it attacks or until its concentration ends wolf have advantage on the saving throw. A
(as if concentrating on a spell). wolfspaw dries out quickly an ceases to
Wishes. The wishing imp can cast the wish function after 7 days.
spell once per day. The imp cannot cast this on
their own, and requires their owner to explicitly Zombie Blood
make a wish, and the owner must state their Potion, rare
wish while within 60-feet of the wishing imp. This potion looks putrid and foul but is
actually odourless and tasteless. When you
mix the potion with a beverage you stir it
always tries to test and distort the result of the with a finger. The creature who drinks the
wish, regardless of the wording. The imp potion must succeed at a DC 16 Wisdom
always reminds it's owner that the harm cause saving throw or becomes charmed by you for 1
by a wish can by fixed by the next day's wish. day. While the creature is charmed, the
Curse. Once you gave attuned to the creature is effectively a living zombie under

65
your control. If forced into combat, the 10 minutes. Your game statistics are replaced
creature uses the zombie statblock. The by the statistics of the creature, though you
creature obeys your commands to the best of retain your alignment and your Intelligence,
its abilities, but is limited to simple actions Wisdom, and Charisma scores. You retain the
with no more than two or three steps. If the benefit of your own class features. If the target
creature completes its task and doesn't receive has any class levels, you can't use any of its
further instructions, it defends itself to the class features.
best of its ability and is allowed to make a new Division. You can split a creature into two
saving throw against the effect at the end if it's using the Apparatus, dividing it based on its
turn. personality. Activating the Apparatus
consumes 12 charges and requires a rod of
Artifacts Rastinon. The target creature must occupy
one of the glass chambers. A moment later
Apparatus of the Alchemist and exact physical duplicate of the creature
Wondrous Item, artifact appears in the unoccupied chamber. Both
This glass and magic device is 30-feet-tall typically have identical game statistics but
and 20-feet-wide at its base. The central glass have different alignments and personalities.
globe is 15-foot-tall glass and topped by a Both have the same bond and ideas, but
network of cold iron rings. The globe rest approach these differently; each has one of the
upon a tripod of wood and steel that elevates original's personality traits but only one has
it 15-feet from the ground. Inside the globe is the original's flaw.
a spinning ball of sulphur. Two smaller A creature divided by the Apparatus
spherical glass chambers are suspended below commonly separates based on alignment,
the large central globe, connected to the splitting into a good half and an evil half or a
central globe with a curving steel tube. These lawful half and chaotic half. Other variations
two smaller globes are 5-feet-tall, with a are possible just as a multiclass character
trapdoor in the bottom permitting a Medium splitting along class lines, a werewolf
sized or smaller creature access to the inside becoming a wolf and a human, a half-elf
of the glass chamber. The twin globes are becoming an elf and a human, etc.
linked by a thin hourglass-like neck. A series Fusion. The Apparatus can rejoin a
of smaller glass spheres ring the base of the creature it has divided, restoring it to what it
tripod, linked together by thin glass tubes. A was. Activating the Apparatus consumes 10
series of wires and plates connects the circle charges and requires a rod of Rastinon. The
of spheres to the two human-sized glass target creatures must be in opposite
chambers. chambers. A moment after activation, the
The Apparatus of the Alchemist requires creatures are rejoined and only a single
lightning to charge itself. Electricity is focused creature remains. The creature uses their
through the metal rings into the central globe original game statistics and remembers
where it is converted into magical force. For everything done and experienced by both. Any
every 15 points of lightning damage the negative effects and conditions that affected
Apparatus absorbs it gains a charge. The one, such as poison, now affect the combined
Apparatus can hold a maximum of 15 charges, creature. If experience was gained while
but the energy of charges fade over time and it divided, the rejoined creature uses the higher
loses 1 charge every 10 minutes. total.
Transpossession. You can use the It is theoretically possible to fuse two
Apparatus to swap your mind with that of normal subjects into a unique whole. This
another creature. The target creature must aggregate being uses the higher level of the
occupy one of the glass chambers while you two and the highest of each of its Strength,
stand in the other. When the Apparatus is Constitution, and Dexterity ability scores. The
activated it consumes 10 charges and you and new body might retaining a combination of all
the other creature fall unconscious for 1d4 x

66
all racial traits, or some unique combination. have a flying speed of 30 feet. While in wolf
The minds of the two creatures might be form, you can't speak, your walking speed is
merged into a single entity, in which case the 40 feet. Anything you are wearing transforms
creature possesses the higher of the with you, but nothing you are carrying does.
Intelligence, Wisdom, and Charisma ability You revert to your true form if you die.
scores. Alternatively, the souls might be Invulnerability. If you kill an intelligent
independent, with a dominant mind humanoid creature each night for 6 nights the
controlling the body. In this situation the two weapon it grants you invulnerability. You gain
minds retain their Intelligence, Wisdom, and immunity to damage from non-magical
Charisma scores, and engage in a contest of weapons and resistance to all damage from
wills for control of the body, making opposed magical sources. While in possession of the
Wisdom checks to assume control. weapon you regain 15 hit points at the start of
your turn. You only die if you start your turn
Apparatus, Rod of Rastinon with 0 hit points and do not possess the
Rod, rare weapon. You also cease aging and suffer no
A crystal shaft 2-feet-long and half-an-inch further penalties from old age or magical
in diameter. Silver sparks flicker and quietly aging effects.
crackle inside the rod. This transforming These effects last for the next 13 years.
crystal is the key to using some of the features During this period the fang of the nosferatu
of the Apparatus of the Alchemist. No other cannot be attuned to another creature.
use has been discovered. Sentient. The fang of the nosferatu is a
Fang of the Nosferatu sentient chaotic evil weapon with an
Weapon (dagger), artifact (requires Intelligence of 17, a Wisdom of 8, and a
attunement) Charisma of 12. It has hearing and darkvision
Flowing symbols are etched along the blade out to a range of 120 feet.
of this dagger, the grooves filled with ruby The weapon knows the emotions of any
dust giving the appearance of being written in creature it touches and can telepathically
blood. A ruby is mounted in the pommel and communicate with its wielder. It speaks in a
the hilt is wrapped in unusual leather, thought whisper, cajoling and coercing them to
to be the hide of some unnatural aberration. violence to sate its thirst. While you are
You gain a +3 bonus to attack and damage attuned to it, the fang of the nosferatu
rolls with this dagger. It has the following understands every language you know.
additional properties. Personality. The fang of the nosferatu
Blood Drinker. When you deal damage has little personality of its own beyond its
to a living creature with this dagger you regain eternal hunger, being little more than a cruel
1d4 hit points. The fang grows thirsty if it predator. It enjoys the pain and fear it inflicts,
doesn't drink blood. Each point of damage it and telepathically shares those emotions with
inflicts satisfies its thirst for 1 day, but it its master, channelling the last feelings of its
cannot remain satiated for longer than 7 days. victim to you. The weapon is happiest when
Animal blood can delay this hunger but once its user shares its sadistic joy of inflicting
each month the fang of the nosferatu must suffering.
kill a sentient creature with an Intelligence Curse. If the fang of the nosferatu is not
score of 7 or higher. kept fed it draws life from you. Each day the
Vampiric Shapechanging. As an action weapon does not inflict 1 point of damage on a
you can polymorph into a Tiny bat or a living creature your hit point maximum is
Medium wolf, or back into your true form. reduced by 1d4. These hit points cannot be
Your statistics, other than size and speed, are regained by any means until the fang of the
unchanged. While in bat form, you can't nosferatu is fed. This drain happens even if
speak, your walking speed is 5 feet, and you you are not in possession of the weapon.

67
CHAPTER 8: CAMPAIGN OPTIONS
All Ravenloft campaigns have some element Pool. If they roll a 1 something dramatic or
of horror, whether the heroes are brave horrible occurs. After the Dread Pool has
monster hunters or fearful commoners just trigger an event the dice in the pool are halved,
trying to survive. This chapter contains variant to allow tension to slowly increase. The
rules as well as new rule optional to add to triggered event might be a random encounter,
your game. a triggered trap, some environmental effect, or
a planned event. A player investigating a coffin
Adventuring Options in a crypt might unleash a zombie, a horde of
This section provides optional rules to add clawing rats, or a cloud of toxic putrid gas. A
to your campaign to customize the tone of your group of adventurers exploring Castle
game. Ravenloft might be ambushed by Count
Strahd.
Dark Inspiration The Dread Pool can be replaced by other
physical elements, such as a bag with a
When an adventurer has an instance of coloured beads, poker chips, or coins. Part of
good luck, the Dark Powers follow this will ill the effect is the continual presence of the
fortune, balancing the scales of fate. Dread Pool, and the visual reminder of the
This option allows the Dungeon Master to increasing odds of disaster through the
gain inspiration. When a player spends growing number of dice.
inspiration to gain advantage you gain
inspiration. Like players, you can only have a Emotional Distress
single instance of inspiration.
You can expend your inspiration to grant a A counterpart to fear and horror, emotional
creature advantage on an attack roll, saving distress is a short nervous breakdown in
throw, or ability check. You can also expand response to continual stress. A character
your inspiration to give a creature experience emotional distress when in an
disadvantage an attack roll, saving throw, or unnatural or horrifying location for a
ability check. However, you can't use your prolonged time. They can also gain emotional
inspiration to impose disadvantage on a roll distress if continually fighting temptation or
where a player is spending inspiration to gain madness: striving to present normalcy and
advantage. control their symptoms.
In a regular campaign, the player characters
Dread Pool are heroic adventures that are immune to the
stress of days underground in the dark while
This optional rules adds random tension to constantly being assaulted by monsters. This is
non-combat situations. not necessarily true in a Ravenloft campaign.
While the party is in an unnatural or You can use emotional distress to draw
horrifying places – such as a sewer, haunted attention to the hazards of continual exposure
castle, or vampire's lair – you place one or to terrifying locations or omnipresent danger,
more d20s on the table. This is known as a and emphasise the toll adventuring has on the
"Dread Pool". As the party adventures you psyche.
gradually add more d20s, typically one die Resisting emotional distress usually
after 30 minutes of play. You can also choose requires a Wisdom or Charisma saving throw.
to add dice after a player uses their If your game includes the Sanity score (see
inspiration, scores a critical hit, or a moment chapter 9 of the Dungeon Master's Guide), a
of drama. creature makes a Sanity saving throw instead.
When a player attempts an action with no The DC of the saving throw usually starts lows,
chance of failure (such as taking the Search or steadily increasing the longer the character is
Use an Object actions) they roll the Dread in the distressing area. On a failure, the

68
character gains a short-term madness. You hags can also pierce the veil of the future, but
might rule that characters suffering from an dealing with those creatures is fraught with
indefinite madness or resisting the effects of a danger.
fear, flaw, or dark shadow temptation have All attempts to use divination to determine
disadvantage on this saving throw. the moral alignment or true nature of a
creature fail. Details of creature's nature (such
Outcasts as their race, type, or origin) can't be discerned
Communities in the Mists tend to be through any spell or ability. Sometimes the
isolated and insular, fearful of outsiders and attempt fails obviously (or spectacularly),
the unusual, especially inhuman races. This is while other times the result is whatever would
reflected in the outcast optional rule. be most beneficial to the target, such as a
When dealing with someone who views you divination revealing a vampire as a mortal or
with suspicion or fear, you do not add your an elf as human.
proficiency bonus to Charisma checks other
than Intimidation.
Domain Borders
The most common outcasts are demihuman No spell, ability, or effect can affect a
races such as elves and caliban. In isolated domain’s closed border in any way. If the
lands, all travellers or foreigners might be border is closed nothing can cross the border
outcasts. But in some lands arcane magic users or affect anything on the other side. A closed
or Vistani might be outcasts. In communities border cannot be crossed using mortal magic:
that have been tricked or swindled by false no form of teleportation magic will allow
heroes, all adventurers might be outcasts. someone to escape from a sealed domain, and
magically flying over a closed border will fail.
Altered Magic Sometimes the magic just ceases to work but
The forces of magic are subtly altered by the other times it fails spectacularly with deadly
Dark Powers, twisting and changing the effects consequences.
of spells and magic items or imposing limits. Additionally no powers, abilities, or rituals
can cross the Misty Border. Abilities function
Divination normally between open borders of adjacent
domains but not between domains separated
The Mists cloud even the future, and by the Mists, even if there is a Mistway. A
attempts at divination can be hazardous. character could cast a spell across an open
Attempts to discern the future or best course border but not through the Mists.
of action are often vague, while divinations
based on morality automatically fail. Planar Travel
The Dark Powers have influence over what
can be gleaned of the future, and are often Only the border realms are accessible
purposely misleading or subject to personal within the Demiplane of Dread: distant planar
interpretation. However, spells will still never travel is not possible. Creatures can travel to
give outright false information: if a response the border ethereal or the local shadowfell or
cannot be vague or cryptic, then the attempt feywild, but all attempts to journey to the
simply fails. Spells such as arcane eye carry Astral Plane or reach the Outer Planes
additional risks: creatures might be able to automatically fail.
detect the attempt, and attempt to use powers The reverse is not true. It is possible to
that require sight, such as gaze attacks. enter the Mists from other worlds. Portals and
The Vistani are a notable exception to the gateways function normally inward, but they
restrictions on divination. Vistani who possess are strictly one-way. Gateways can be opened
the Sight are unhindered by the restrictions to the Outer Planes that allow creatures to be
placed on others. However, Vistani can never brought into the Mists, but their return is not
divine their own personal futures. It is said guaranteed.

69
Resurrection Curses
While many of the dead do not rest easily, In the Mists, cries for vengeance or justice
souls that have passed beyond the Land of the are sometimes answered. Passion and anger
Mists are not easily reachable. Even the most can draw the attention of the Dark Powers,
powerful of magics can sometimes fail to who may respond to dark thoughts and words
restore a soul, and the journey from death to as they do to foul deeds.
life is arduous. Any intelligent creature can be cursed or
In Ravenloft, spells like raise dead require invoke a curse, from a high level paladin to a
the creature being restored to life to make a lowly stable boy. Monsters and beasts are
DC 15 Constitution saving throw check. Failure typically immune to curses, but are also
by 4 or less means the process was traumatic unlikely to curse other creatures. The Dark
but successful. The restored creature might Power typically respond when there is an
gain a madness, develop a flaw or dark imbalance in power; victims who have the
shadow, experience a personality shift, or have ability to enact their own revenge or justice
permanently scarred from their fatal wounds. seldom see their curses take effect.
Failure by 5 or more means the soul did not The Vistani are known for their curses,
fully return and the creature was only is which are frequently realized. It is unknown if
partially raised, returning as an undead the Dark Powers pay special attention to the
creature. Vistani or if the Vistani themselves have a
supernatural ability to enact their own curses.
Optional Rule: Magic Rating The Dark Powers only enact a small
percentage of curses. Whether a curse takes
Not every land has the same level of
effect or is ignored should be determined by
magical capacity. In some areas there is simply
the Dungeon Master based on whether a curse
less ambient magical energy, and casting more
would be appropriate for the story or not. If
potent spells is difficult. Other sites are
random chance is desired, the character can
infused with powerful magical energies
make a Charisma check to see if they attract
allowing spells to flow freely.
the Dark Powers attention. The DM should set
Locations can have a magic rating, ranging
the DC but it should be around DC 20 (lower
from 1 to 6. In the Mists, most lands have a
for Vistani). If the curse is emotionally charged
base magic rating of 3, but other worlds have a
or the invoker desires justice (such as a death
magic rating of 5. In order to use a spell slot
curse) the invoker might have advantage on
equal to or higher than 4 + the magic rating
the check or the DC could be reduced to 15. In
you must make a DC 13 ability check, using
special cases of gross injustice and strong
your spellcasting ability score.
emotions the DC might be lowered and the
Magic ratings of 6 are rare. In places where
invoker granted advantage
the magic rating is 6, a spellcaster can regain
Curses should be aimed at the action of the
one 1st or 2nd level spell slot after a short rest.
character, not the player, and should never be
There might be other effects such as certain
used by the Dungeon Master to punish players
spells having a longer duration, dealing
for misbehaving. It's also preferable for curses
maximum damage, or ignoring resistance.
to be reactive, crafted in response to actions
An area's magic rating can vary depending
rather than initiating a story. You should never
on the type of magic. Some areas might be tied
set out to curse a character
to particular schools of magic, such as illusion,
or an energy type, such as fire. An ancient Removing a Curses
crypt serving as the lair of a monster might
have a magic rating of 3 (5 necromancy). Removing a curse can be difficult, as the
Dark Powers do not forgive or easily let
someone escape their justice.

70
Escape Clause Curses without an escape clause can be
Almost all curses have an escape clause: a lifted as normal.
conditional statement that allows the curse to
be lifted upon completion. Very rare is the Lifting a Curse
curse without any escape clause or limits. A curse can be lifted by its invoker at any
Escape clauses range from a single deed to a time. They must be willing to do so and not
daunting and prolonged quest. Once the task is subject to bribery, duress, or enchantments
completed, the curse is instantly lifted and all (reparations being different than bribery).
its negative effects are removed. For example, Only the individual who laid the curse can
an escape clauses might be as simple and plain revoke it. The invoker must be alive to lift the
as “until you climb the highest peak in the curse. Magic, such as the speak with dead
land” or as vague and prolonged “until you spell, cannot be used. Spirits and other undead
perform one hundred truly noble deeds.” cannot typically lift curses, although there are
Other escape clauses may require continued exceptions, especially if the curse is preventing
behaviour; so long as the condition is upheld, a ghost from crossing into the afterlife.
the curse is in remission and the victim suffers The Vistani are a noteworthy exception, as
no ill effects; the curse returns the instant the any member of the same family can lift a
behaviour stops. The escape clause “while you curse; however the Vistani will seldom do so
speak with your sword” might mean the victim without just cause.
is not cursed as long as they attempt peaceful
resolution before violence. Or the curse might
Designing Curses
just apply to all attempts at violence, When designing a curse, pains should be
regardless if they were preceded by diplomacy. made to keep it dramatic, being atmospheric
Curses could also have a set duration. This and reflecting the original offence.
is a variant escape clause, but there is typically Good curses should hinder the victim but
no way to end the curse early. The traditional not immediately remove them from the game,
length of time is “a year and a day.” Time making a character unplayable. It is preferable
limits are sometimes paired with continued for curses to have an escape clause, preferably
behaviour, especially if the duration is short. one with multiple options that encourage
Escapes clauses can be poetic, possibly even creativity.
metaphorical. There might be a specifically Spoken curses should avoid mentioning
intended meaning or interpretation to the game mechanics and terms. They need not be
metaphor or there might be multiple solutions poetic (although that's nice) but should be
that allow any reasonable attempt to lift the more than just someone shouting, "I curse
curse. Vague escape clauses might offer you!" If improvisation is not a strong suit,
loopholes that can be exploited. The fighter having the curse spoken in another language is
cursed with the clause “while you speak with an option, offering more time to pen the actual
your sword” might find the negative effects phrase. Similarly, the mechanical effect might
sidestepped if he uses an axe. Or not. affect the character slowly over a period of
time. But there should be some immediate
Magic sensation such as a cold wind blowing over the
Spells such as remove curse or break creature or a chill running down their spine.
enchantment typically cannot lift a curse that
has been placed by the Dark Powers, especially
if the curse has an escape clause. Magical
methods of removing curses simply suppress
the curse for a number of days equal to the
level of the spell slot used to cast the spell.
More powerful magic like wish may
permanently lift a curse whether it has a
worded escape clause or not.

71
Sample Curses Dark Powers Checks
Below are some sample curses to use in Those who commit evil deeds are blessed
your game. and cursed by the Dark Powers: the enigmatic
forces that hold sway over the Land of the
Hunger Mists. When someone commits an evil or
"Flesh and fat and meat be gone. Feel a questionable act there is a random chance the
hunger to the bone. " Dark Powers are watching and will respond.
The cursed creature can only go a single day
without adequate food before they begin to Making Checks
suffer exhaustion and must consume three
times the normal amount each day: three Whenever a character knowingly performs
pounds of food and three gallons of water. This an evil deed you can ask the character to make
increases for each level of exhaustion they a Dark Powers check. On a failed check, they
possess. For example, a creature with two have attracted the attention of the Dark
levels of exhaustion must consume five times Powers and gain 1 level of corruption. On a
the normal food and drink. successful check, the character has escaped the
notice of the Dark Powers (or the Dark Powers
Madness have just ignored the action for some ineffable
"May you feel the legs of spiders crawling reason). No ability or feature can modify this
on your brain, an infirmity that cannot be roll or allow the d20 to be rerolled.
scratched away." A typically Dark Powers is DC 3, but you
The cursed creature gain an indefinite can set the DC of the Dark Powers check based
madness that cannot be cured until the curse on the action, considering factors such as the
is lifted. motive of the character, the alignment of the
victim, and the number of victims. If the
Misfortune victim of the crime was evil the DM can reduce
"Just when you believe you have found the DC by 1 and if they were inhuman the DC
success, you will experience ill luck's caress." can be reduced by 2. If the victim was good or
Once per day when the cursed creatures a true innocent the DC can be increased by 1 or
succeeds on an ability check, saving throw, or 2. Committing numerous small crime or evil
attack roll with neither advantage nor acts that individually did not warranted a Dark
disadvantage they must roll again and take the Powers check might increase the DC when the
lower result. character finally crosses the line. Similarly, if a
Weakness character commits a series of related evil
"Your strength is a mirage that fades from actions they only roll a single check at a higher
sight leaving you devoid of all of your might." DC.
The cursed creature has disadvantage on The Dark Powers are more likely to respond
any ability check, saving throw, or attack roll to deliberately evil actions, being less
that uses Strength, has half the normal interested in unthinking or casual evil. If the
carrying capacity, and all weapon damage creature acted rashly or had good intentions
based on Strength is halved. the DM can rule they have a advantage on the
check, while if they acted for purely selfish
Vengeance reasons or the crime was premeditated they
"Your days grow short and nights grow might gave disadvantage. A creature acting
long. Vengeance will soon be mine." against their nature might also impose
After each long rest the cursed creature disadvantage on the check.
must make a DC 15 Constitution saving throw. You are the arbiter of what is and is not
On a failure, their hit point maximum is worthy of a check. Only truly evil acts call for a
reduced by 5. These hit points cannot be check: immoral, cowardly, or spiteful acts
regained until the curse is lifted. might not necessarily be evil and unworthy of

72
a check. The frequency of Dark Powers
checks is dependent on the tone of the
campaign. A story emphasising the continual
Design Note: When to Roll struggle against evil or the inevitable fall into
When to make a Dark Powers check is a darkness benefits from more frequent power
matter of personal taste. "Does this warrant checks, but a heroic campaign of brave
a Powers check?" is a frequent message monster hunters might overlook morally grey
boards question. In the end, the best actions done in the greater good.
answer is "what do you think?"
Dark Powers checks are meant to create Corruption
drama and introduce moral consequences When a creature fails a Dark Powers check
to the game. They are not meant to be used they become corrupted, gaining 1 level of
as a threat to keep troublesome players in corruption. Corruption can manifest in
line. Instead they should set the mood and multiple different ways depending on the
reinforce the themes of the campaign. crimes of the creature. The type of crime
The morality of adventurers is a topic determines the eventual benefits and curses
beyond a single sidebar, with many that accompany the Dark Powers’ attention.
contrasting opinions. Some people believe
that killing orc children is good, as orcs are Crimes
"chaotic evil", but others view the murder Evil acts can be loosely divided into one of
of any children as an evil action. Similarly, four categories.
looting the dead is hard to adjudicate as so Betrayal. These are typically crimes
much of the game is predicated on killing against a person or organization. Betrayal
monsters and taking their stuff. It is very results in social corruption. These include
possible for the DM and a player to have revealing deep secrets, perjury, character
opposing views on what is evil and what is assassination, gaslighting, or selling-out an
good, and Dark Powers checks should not ally.
be used as a way for the Dungeon Master to Blasphemy. These are crimes against a
impose their morality on the players. faith or a god. Committing blasphemy leads
Hard rules for Dark Powers checks are to spiritual corruption. Examples include
tricky as not every game is the same and violating a tenet, breaking an oath, grave
not every DM wants the same focus on robbing, defacing a holy item, and defiling a
corruption. There can also be moments of holy site.
silliness as something that is not evil Dark Magic. These are violations of the
triggers a Powers check. For example, a natural order. Practicing dark magic leads to
rule that casting a necromancy spells call mental corruption. Examples are laying a
for a check means a character might gain curse, raising the dead, allying with evil
corruption for casting gentle repose or creatures, using dark rituals, creating the
spare the dying. undead, or the use of an evil artifact.
Firm rules also leaves the system open Violence. These are crimes against a
for abuse. Thematically, the benefits of a person. Acts of violence lead to physical
single failed Powers check outweigh the corruption. Examples include bullying,
costs because they are a temptation, but extortion, assault, torture, and murder.
this also makes it a temptation for players:
players seeking more abilities for their Mental Corruption
character are incentivized to sin a little, to Tainting of the mind is the result of dark
get the first stage or two of corruption. magic. This is incurable mental deviation is
beyond mere madness.
The corrupted creature can gain an
understanding of forbidden knowledge as the
Dark Powers open the brain’s many locked

73
doors. There is the possibility of a devious Stages of Darkness
intelligence, unrestrained by morality and
decency. Or the madness, could be all- As a creature gains levels of corruption they
consuming: the corrupted creature's mind is advance through the stages of darkness. The
free but random, moving chaotically between curses and dark gifts bestowed upon the
ideas and possibilities without the grounding creature depend on their stage.
force of reality.
Corruption Stage
Physical Corruption Level
Physical corruption alters the body. This - Innocent
type of corruption is obvious and apparent: 0 Pure or Redeemed
there is little subtle about physical corruption. 1 The Caress
Physical corruption can increases physical 2 The Enticement
strength at the cost of agility or mental ability, 3 The Invitation
changing the corrupted creature into a dim- 4 The Embrace
witted brute. Alternatively, physical corruption 5 The Descent
can make a creature quick and agile, but frail.
Agile corrupted creatures tend to be more Innocent. This is a rare stage. Not only
impulsive, lacking caution and common sense. has the creature never failed a Dark Powers
Social Corruption check, but they have never done anything to
Social corruption affects the personality warrant one. Often the creature has never been
and interpersonal abilities of the corrupted exposed to horror. Most adults lost their
creature. While not obviously physically innocent not far into their adolescence.
deformed, there might be some inhuman Pure. The creature has never failed a Dark
features and telltale traits that reveal their Powers check. However, they may have done
depravity. something worthy of a Dark Powers check.
The socially corrupt often excel at lies and Redeemed. The character has failed a
deception, being prenaturally charming or Dark Powers check but managed to reduce
always knowing the right thing to say. The their level of corruption to 0, cleansing their
corrupted might have unnatural abilities and soul. However, the creature will never be Pure
powers that affect or influence others. Or the again.
corrupted creature might be socially awkward The Caress. The creature's soul is stained
and repulsive, repugnant to be around as their but they have not truly fallen to darkness, nor
mannerisms betray their inhumanity. have they been overly cursed.
The Enticement. The Dark Powers have
Spiritual Corruption given the creature a significant reward for
Repeated blasphemy results in the their actions along with an increased penalty.
befouling of the soul. This is more than mere The Invitation. The creature's gift
damnation -which all failed Powers checks increases as the Dark Powers offer a great
lead to- but a total and almost infectious boon, but the cost is much higher and
blackening of the spirit. apparent. A little piece of their humanity is
A creature with a corrupted spirit quickly lost.
forgets the difference between right and The Embrace. Well on their way to true
wrong. This immorality is paired with darkness, the creature is now much more than
preternatural sight and wisdom. In contrast, a human, capable of inhuman feats. Sometimes
spiritually dead creature is dull and poorly this supernatural nature is apparent, but other
motivated, yet relentless when pursuing their times it is veiled. Regardless, a normal life is
single-minded goal. impossible for the creature's appetites or
abilities are too monstrous.
The Descent. The creature is lost to

74
darkness, as their soul is irrevocably tainted Darklords
and they have become a member of the legion To become a darklord, a creature must gain
of the night. The creature's alignment becomes a 5th level of corruption through an Act of
evil and the DM might take control of the Ultimate Darkness. There are no darklords of
character. minor crimes or who have committed a
multitude of small sins. Although each
Redemption darklord is a unique creature, most gain some
Corruption is difficult to remove but not standard powers.
impossible, and damnation is not a certainty. Immunities. The darklord is resistant to
Although, recovering from corruption takes magical effects and conditions with a
time and effort, and the Dark Powers may permanent duration, such as curses or spells.
subtly guide the creature back to darkness. Once every year they can reroll the saving
To cleanse the soul, a creature must throw, ending the effect on a success.
encounter a situation similar to the one where Legendary Creature. The darklord is
they chose to commit the evil act, only this becomes a legendary creature and gains 3
time they must willingly choose a different legendary actions. If already a legendary
course of actions. If this is done a number of creature, the darklord gains 2 additional
times equal to 1 + the creature's current level legendary actions to a maximum of 5.
of corruption, their corruption level decreases Legendary Resistance (2/Day). If the
by 1 level. Sometimes the Dark Powers do not darklord fails a saving throw, it can choose to
lightly release a pawn, and the creature must succeed instead.
reroll the Dark Powers check to reduce their Longevity. The darklord ages at half the
corruption level. normal rate, if not slower.
Lord of the Land. The domain reshapes
Act of Ultimate Darkness itself to match the temperament and
Some deeds are so monstrous that they personality of its lord. The darklord cannot
cannot fail to attract the attention of the Dark leave their domain and is trapped within its
Powers. These are deeds so unforgivable that borders. The entire domain is considered the
they forever stain the soul. These are Acts of darklord's lair (although some darklords have
Ultimate Darkness. a seat of power with additional abilities).
Acts of Ultimate Darkness are Persistence. Time has little impact on
unquestionably evil, often involving an darklords. Most darklords cease to age
innocent or a family member. The action entirely, while others appear to age at half the
should also be so heinous that is difficult if not normal speed but suffering none of the
outright impossible to make reparations, penalties associated with old age.
making redemption unlikely. The crime is not
easily described by one of the four types, Lair Actions
fitting into two or more categories. Failing a On initiative count 20 (losing initiative ties)
Dark Powers check by 10 or more is also the darklord takes a lair action to cause one of
considered an Act of Ultimate Darkness. the following effects:
If a character ever commits an Act of ● Close Borders. Magical barriers encircle
Ultimate Darkness they are forever touched by the borders of the domain, keeping all
the Dark Powers. They can never lower their creatures from departing the land. No
level of corruption below 2. If a character ever mortal magic can pierce a closed domain
commits an Acts of Ultimate Darkness their border. The exact form of the barrier
alignment becomes evil and the DM should depends on the personality of the
take control of the character. darklord. The borders remain closed so
long as the darklord maintains
concentration, as if they were
concentrating on a spell.

75
the end of each of your turns, ending the effect
● Sense Disruption. The darklords senses on a success.
any disruption to their land, such as those Level 5. You become a massive hulking
created by a paladin or the reality wrinkle beast like an ogre or troll.
of a fiend or celestial.
Path of the Coward
Paths of Corruption While violent crimes lead to this path, they
are acts of subtle violence, less clumsy and
When a creature gains corruption they overt. Thieves, muggers and assassins can find
progress along a Path of Corruption. Each Path themselves on this path, and the Dark Powers
gives the creature a new flaw and various reward their pragmatism with swift movement
effects based on the level of corruption. but weakness and frailty.
Creatures suffer the effects of their current Flaw. "My hands tremble during a fair
level and all lower levels. fight."
Below are several sample Paths of Level 1. You gain proficiency in the Stealth
Corruption. These can be customized as skill for 1 minute. If you are already proficient
needed, and you can make your own paths for you add double your proficiency bonus on
your players. Dexterity (Stealth) checks. While using this
Path of the Brute ability cannot take the Attack action. Once you
Bullies, thugs and those who take pleasure use this ability you must complete a short rest
from hurting others often find themselves on before you can use it again.
this path. It results from crimes of aggression, Level 2. When you make a Dexterity
turning the corrupted creature into a hulking, saving throw roll 1d6 and add the result to the
inhuman monster. saving throw. You take a -2 penalty on all
Flaw. "While angry, I find it harder to damage rolls with melee weapons.
think clearly." Level 3. When you take damage from a
Level 1. You gain advantage on a Strength creature within 10 feet of you, your speed
check or saving throw, but have disadvantage increases by 10 feet until the end of your next
on Dexterity ability checks and saving throws turn. You have disadvantage on all saving
for 1 minute. Once you use this ability you throws against the frightened condition.
must complete a short rest before you can use Level 4. When you hit a blinded or
it again. incapacitated creature you deal maximum
Level 2. When making an attack with damage, but you have disadvantage on all
melee weapon you treat damage rolls of 1 as a attack rolls made against creatures not
2. When you deal damage with melee weapon suffering from any conditions.
you have disadvantage on Wisdom ability Level 5. You become a sneaking creature
checks and saving throws for 1 round. like a wererat or ettercap.
Level 3. Your increase your reach by 5 feet Path of the Lunatic
but you take a -5 penalty to Dexterity (Stealth) The result of crimes against the natural
checks and Intelligence ability checks and order of the world, those on this Path find
saving throws. their minds shattered from dealing with the
Level 4. When you take damage greater unnatural, especially those who seek
than your Strength score in a single turn you knowledge that was not meant to be known.
must make a DC 15 Wisdom saving throw or Those who consort with aberrations or raise
become enraged. While enraged you deal an undead often find themselves on the path of
extra 2d6 damage with each melee attack. If the lunatic.
you end your turn while within 60 feet of Flaw. "My mind wanders and thoughts
another creature and have not taken the come in random bursts."
Attack action you take 10 (3d6) psychic Level 1. You have advantage on saving
damage. You can repeat the saving throw at throws against the charmed condition. After

76
moments of stress, such as the end of combat, Level 3. You become partially incorporeal
you must make a DC 12 Intelligence saving for 1 minute. While incorporeal you can move
throw or gain a short-term madness. through solid objects as if they were difficult
Level 2. You can babble as an action. terrain and gain resistance to damage from
Creatures that hear you and understand your nonmagical sources. Once you have used this
language must make a DC 13 Intelligence ability, you cannot use it again until you
saving throw or become frightened of you for 1 complete a long rest. Creatures within 5 feet
minute. Once you use this ability you must have advantage on attack rolls against you.
complete a long rest before you can use it Level 4. As an action, you can make a
again. You also have disadvantage on all charmed or friendly creature take the Attack
initiative checks. action or cast a cantrip. Once you have used
Level 3. You no longer need to sleep and this ability, you cannot use it again until you
can't be magically put to sleep. Instead, you complete a short rest. You can no longer take
meditate for 4 hours each day. After the Attack, Help, or Use an Object actions.
meditating, you gain the same benefit that a Level 5. You become incorporeal or a
normal human does from 8 hours of sleep. bodiless vapour that can possess creatures.
However, the madness you gain after stressful
situations becomes a long-term madness. Path of the Mentalist
Level 4. You are immune to the charmed Those who dare to defy the natural order
and frightened conditions, but you gain can have secrets doors of the mind unlocked,
vulnerability to psychic damage and an revealing unnatural psychic abilities that are
indefinite madness. beyond mortal control. Those that have
Level 5. You become incurably insane, dealings with the unholy and unnatural can
gaining a new long-term madness at each progress down this path.
dawn and randomly swapping your personality Flaw. "Sharing knowledge and revealing
traits after each long rest. secrets makes me feel ill."
Level 1. You can cast the minor illusion
Path of the Mastermind cantrip. Only one creature in range can see or
The result of crimes of betrayal, this path is heal the illusion. Once you cast this spell you
followed by those who use people for personal must complete a short rest before you can use
gain. Those on this path often treat others as it again. Intelligence is your spellcasting ability
tools, viewing people as something to be used for this spell and others spells gained from this
then discarded. As creatures progress along path. You have disadvantage on saving throws
this path their physical form begins to fade, against the charmed condition.
until they can only act through others. Level 2. You can cast the command spell
Flaw. "When I do things for myself I feel once per day. You experience terrible
weak and lethargic" nightmares and must succeed on a DC 10
Level 1. You can cast the friends cantrip. Wisdom saving throw to take a long rest.
Once you cast this spell you must complete a Level 3. You can cast the detect thoughts
short rest before you can use it again. spell once per day. You project your emotions
Charisma is your spellcasting ability for this and intentions outward, giving yourself
cantrip. After you use this ability you have disadvantage on Charisma (Deception) and
disadvantage on attack rolls for 1 minute. Dexterity (Stealth) checks.
Level 2. When a creature you can see Level 4. After a short rest, you regain the
targets you with an attack, you can use your spells granted by this path. The DC of the
reaction to have the attack instead target a saving throw needed to take a long rest
friendly creature within 5 feet. Once you have increases to 15. If you fail by 5 or more you
used this ability, you cannot use it again until take 14 (4d6) psychic damage.
you complete a short rest. After you have use Level 5. Your head distends as your brain
this ability, creatures gain resistance to your increases in size. You might become an
attacks for 1 minute. aberrant creature.

77
Path of the Seer deals 1d6 piercing damage. You must always
Crimes of blasphemy against faiths lead to carry gold or other coins on your person, with
this path. Those who find themselves on this a minimum value of 20 x your level. You take 7
path are often corrupted leaders or fallen (2d6) psychic damage each hour that you lack
religious figures, those who have betrayed coins of the appropriate value.
their faith. The Dark Powers reward them with Level 3. Your bite attack becomes
unnatural wisdom and knowledge of hearts of poisonous. Creatures that take damage from
others at the cost of their sight. your bite must succeed on a DC 13
Flaw. "I can see the hate in people." Constitution saving throw or take 4 (1d8)
Level 1. You have advantage on passive poison damage, or half as much damage on a
Wisdom (Insight) checks but disadvantage on successful save. You can only eat living
passive Wisdom (Perception) checks. creatures, such as mice or rats. Food that has
Level 2. You have a visions of the future dead for more than 1 minute offers no
that trigger when confronted with important nourishment.
choices. Visions lasts 1d4 minutes, and you are Level 4. Your skin is scaly and reptilian.
incapacitated while having the vision. You While not wearing armour your AC is 15 +
must succeed on a DC 12 Wisdom saving your Dexterity modifier. You must make a DC
throw to prevent a vision. After having a vision 16 Wisdom saving throw to spend or give away
you can modify the future based on your coins or other valuables.
foreknowledge; during the next hour you can Level 5. You become a reptilian creature
reroll a single d20 roll and must take the new like a lizardfolk or weresnake.
roll.
Level 3. You gain blindsight 10 feet but Path of Vermin
automatically fail Perception checks to see This path leads from blasphemous actions
creatures or objects farther than 100 feet away. against the natural order. Cultists for foul
Level 4. You can cast detect thoughts once religions or inhuman beings can find
per day. Wisdom is your spellcasting ability for themselves on this path, as well as those who
this spells. You have disadvantage on all defile holy sites or rob from the dead. As the
Wisdom (Perception) and Intelligence corrupted creature is acting inhuman, they are
(Investigation) checks that rely on sight. given influence over the lowest of creatures.
Level 5. You become permanently blinded Flaw. "Regardless of how often I
but gain blindsight 60 feet bathe, I smell foul and attract insects."
Level 1. By consuming a handful of insects
Path of the Serpent or spiders your saliva becomes poisonous.
Vile liars and tricksters fall prey to this Creatures that ingest your saliva must make a
path: those that turn their back on what they DC 12 Constitution saving throw, taking 7
believed or sell out their confidants. They often (2d6) poison damage on a failed save, or half
commit these crimes for a profit, valuing as much damage on a successful one. The
money more than people. The Dark Powers vermin bites you as you eat them, dealing 5
reward them with a literal forked tongue, (2d4) piercing damage.
gradually making the creature more cold Level 2. You have advantage on saving
blooded and reptilian. throws against poisons and disease. You must
Flaw. "I audibly hiss while telling the truth consume 1 lb. of rotting meat each day or gain
or making a fair deal." 1 level of exhaustion.
Level 1. You can gain advantage on a Level 3. Insects crawl across your body.
Charisma (Deception) or Dexterity (Stealth) You can hurl a handful of vermin as a thrown
check, but have disadvantage on Strength weapon with a normal range of 10 feet and a
checks and saving throws for 1 minute. Once long range of 30 feet. Creatures struck by the
you use this ability you must complete a short insects take 7 (2d6) piercing damage and must
rest before you can use it again. make a DC 14 Constitution saving throw or
Level 2. You gain a bite natural attack that become poisoned for 1 minute. You have

78
disadvantage on all Charisma checks (except Horror
for Intimidation) and all ability checks related
to hearing. Also described as repugnance, revolt, or
Level 4. Insects move and write dread. Creatures feels horror when not
underneath your skin, emerging then physically threatened. Typically, a place or
burrowing below. When you are injured, event is horrifying. A situation that makes a
insects erupt from wounds. Creatures within character question their ideals or bonds is
10 feet that deal piercing or slashing damage horrifying.
to you must make a DC 15 Dexterity saving Horror saving throws are typically required
throw or take 9 (2d8) poison damage. You gain when a creature enters a horrifying area or
vulnerability to piercing and slashing damage. when a horrifying detail is first noticed.
Level 5. You become a being of vermin or a Creatures can feel horror when confronted
large insectoid creature. with extreme violence or the supernatural.
Encountering something that seems
impossible or defies logic is also horrifying.
Fear and Horror Horrific events are less clear-cut than
The player characters might be brave frightening events. Horror does not need to be
heroes, but they are not immune to fear. Their overt or obvious, and a subtle wrongness can
bravery comes in acting despite their growing be just as horrifying as a dramatic revelation.
terror. But even the bravest of heroes The horrifying nature of some encounters is
sometimes become frightened, especially when darkly ironic, as the truth of events and the
confronting the unknown and wholly assumed reality are opposites. Finding a dead
unnatural. body is unnerving, but finding one in a
Ravenloft is a world of fantasy and gothic perceived safe haven is horrifying. Having a
horror. Because fear and horror are such monster threatening to eat you can be
important themes of the campaign, greater frightening, but discovering stew you just ate
attention needs to be paid to the differences was made from people is horrifying.
between the two. Rules for Fear and Horror
are in the Adventuring Options section in
Chapter 9 of the Dungeon Master's Guide. Madness
Individuals willing to risk their lives
Fright fighting monsters more powerful than
themselves are often not entirely sane, but the
Also known as shock, panic, or terror. stresses of facing the legions of the night can
Creatures feel fear when in physical danger – take their toll on the most stable of monster
even if the danger is only implied. A situation hunters. Many champions descend into
that puts a character or their bond in jeopardy madness and end their days battling far more
is frightening. personal demons.
Many factors influence the need for a fear Below are a number of new indefinite
saving throw. If the nature of the enemy is madnesses that can be taken in place of the
unknown or the player character feels ones from the Dungeon Master's Guide.
unprepared to confront their foe, then a saving
throw against fear might be appropriate. If the
player character is facing a foe that previously
defeated them, they might also become scared.
A surprise attack can also be frightening,
especially in a location thought safe.

79
New Madness Effects You believe your god talks to you, and has
plans for you.
d20 Effect (lasts until cured) 11. Sadist. "Pain brings out the truth." You
1. Obsession, Individual. "We belong enjoy personally inflicting physical pain
together." You are convinced someone is on other creatures.
your soulmate, the reincarnation of your 12. Imposter Syndrome. "I don't deserve
lost love, or the best friend you always this." You believe you are unworthy of
wanted. something, and at any time it will be taken
2. Obsession, Object. "It brings me luck." away.
You believe a mundane object is 13. Absolute Morality. "You're either my
responsible for all your success and ally or an enemy." You view the world in
without it you are nothing. absolutes, typically good and evil, with no
3. Obsession, Activity. "I have to do it ten middle ground.
more times." You feel compelled to 14. Masochist. "There is beauty in agony."
perform a rite or routine every day or you You enjoy experiencing pain and other
become anxious, possibly to the point of discomfort.
panic. 15. Fascination. "Look at the way it catches
4. Self-Flagellation. "I deserve to suffer." the light. Beautiful." You are enraptured
You punish yourself for slight failures, by the sight of something, finding it
either physically or mentally. difficult to look away. Roll 1d8:
5. Phobic. "Get it off me, get it off me!" You 1. fire
have a crippling fear of something. Roll 2. gems
1d10: 3. blood
1. a type of animal (snakes, dogs, spiders, 4. mirrors
rats) 5. books
2. heights 6. death
3. fire 7. attractive individuals
4. open spaces 8. gold
5. closed spaces 16. Graphomania. "The words have to
6. clowns come out." You are compelled to write
7. thunder & lightning things down. If no paper is available you
8. flying turn to the walls, furniture, or skin.
9. germs or dirt 17. Traumatized. "I relive it every night,
10. injury every time I close my eyes!" You cannot
6. Multiple Personalities. "I didn't do it, stop remember a terrifying event, possibly
they did." You have 1d4 extra becoming emotionally numb.
personalities, each with their own 18. Antisocial. "They'd do the same to me, I
personality traits, flaws, and ideas. just did it first." You are unconcerned with
7. Eating Disorder. "I hate how I look." the feelings of other, being manipulative,
You over or under eat, having negative aggressive, or amoral.
perceptions of your figure that are likely 19. Hallucinations. "Stop it! Stop
not true. whispering to me!" You either see or hear
8. Depression. "Why bother?" You are things that are not there.
depressed to the point of being 20. Delusional. "It's true, I know it is." You
unmotivated, pessimistic, and possibly completely believe something is factual
even suicidal. despite not being so, such as believing you
9. Destined for Glory. "I was born for have abilities or skills you do not possess.
great things." You are convinced you have
a special destiny, perhaps even a unique
power.
10. God's Chosen. "I have heard Her voice."

80
Treating Madness A lesser restoration spell removes one level
of instability. A greater restoration spell or
In addition to magical remedies, there are more powerful magic removes two levels of
there are mundane treatments for recovering insanity.
from madness.
After fourteen days of downtime spent
being treated for madness you can make a DC
Mistways
15 Wisdom or Charisma saving throw (your The Mists bordering the known lands can
choice). A successful save puts the madness displace travellers who venture within. Travel
into remission: you no longer suffer any ill through the mists is random and
effects, but if you fail another saving throw unpredictable: sometimes nothing happens to
against a madness effect the madness returns. folk who wander into the Mists and sometimes
If you continue to rest and succeed on a saving interlopers are swept away to distant lands.
throw while your madness is in remission you However, there are a few paths through the
are cured. Mists that connect lands allowing repeated
You need to be in a safe and comfortable travel. These are known as "mistways". Some
location to treat a madness through downtime. mistways allow travel in both directions, while
Being in a dungeon or other hostile some only work one way.
environment imposes disadvantage on the Following a mistways requires a Wisdom
saving throw, while being in an asylum or (Survival) check to navigate the mists, the
hospice grants advantage. Madness cannot be difficulty of which depends on the reliability of
treated while in an alien or inhuman the mistway. Excellent reliability mistways are
environment. DC 12, moderate reliability mistways are DC
15, and poor reliability mistways are DC 18.
Variant: Instability Condition Failure indicates the journey either takes
longer than expected (by days or even weeks,
For campaigns where madness inducing although the delay might vary between the
elements are commonplace and the threat of traveller and the larger world) or leads to an
insanity is a continual theme, the existing unintended destination, such as a different
madness rules might be lacking, not allowing land or a different location in the expected
for a gradual descent into madness. domain.
With this optional rule, failing a saving
throw against a madness inducing effect does
not cause insanity but instead you suffer one
Resonance
or more levels of instability. If you already Resonance is the memories of the land.
have one level of instability and suffer another Places of resonance are the result of actions
effect that causes instability, your current level fueled by intense emotions that were so
of instability increases by one. dramatic that they imbuing an area with their
memory. Areas of resonance are often places
Level Effect of great importance, places of tragedy, or sites
of either great evil or heroism.
1 -
2 Gain a short-term madness Rank
3 Gain a short-term madness
(duration doubled) Instances of resonance are given a rank,
4 Gain a long-term madness ranging from from 1-5.
5 Gain a long-term madness The resonance's rank acts like a proficiency
(duration doubled) bonus. Any effects caused by the resonance
6 Gain an indefinite madness that require a saving throw have a DC of 11 +
rank, and the attack modifier of a resonance is
equal to its rank + 5.
A resonance fills an area with a maximum

81
radius of fifty feet for each rank, but Shadow
resonances can be smaller. Resonances are Connected to the world of shadows and
typically spherical, but some have been known despair, areas of shadow resonance drains the
to fill a corridor or other irregular shape, so joy and vitality from those inside.
long as the total area does not exceed the Patches of shadow resonance appear dark,
maximum. The effects of a resonance can with muted colours and menacing gloom.
sometimes pass through walls and other Phantasms and a subtle wrongness pervade
barrier, but most resonances are confined to shadow resonances: walls seem to shift,
natural borders of the area, such as a single strange sounds echo, shadows move, and
chamber or a forest glade, and do not extend creatures see their inner fears out of the corner
beyond this area. of their eyes. No creature perceives an area of
shadow resonance the same way, and all bring
Type their own fears and darkness to the resonance.
Passionate actions burn themselves into The figments for a powerful shadow resonance
reality creating an overlap between the mortal will sometimes become solid
world and adjacent planes. Each place of Stories of places touched by a shadow
resonance is imbued with a focal emotion such resonance tend to spread and grow, quickly
as fear, sadness, or desire. In a resonance, becoming legends. The curious come and
related emotions are intensified. expect horrors, and are greeted by those same
imagined terrors. Very often the source of a
Fey shadow resonance becomes lost and forgotten,
Strongly tied to the emotion that caused the buried under myth and rumour.
resonance, when someone enters an area of fey
resonance they experience unfamiliar urges Spiritual
and feelings that are not their own. A site of a Spiritual resonance overlaps with the
great tragedy, such as a betrayal or murder, ethereal plane, the ghostly realm of the
might fill visitors with an inexplicable rage, recently dead. These areas of resonance are
agony, or sadness. typically created by the death of a creature or
Fey resonances are mental and lack the other tragedy. Spiritual resonance is
visual cues of other resonances. Discerning the frequently mistaken for a haunting, but there
cause or background of a fey resonance is is no single spirit that needs to be put to rest.
often difficult, as the only evidence are Also known as ethereal resonance, this
emotions. A few fey resonances take control of variant is typified by ghostly, insubstantial
living creatures, as if they were possessed by figures continually re-enacting the scene that
the spirits of the dead. Possessed creatures re- created the resonance. Phantom objects might
enact the events that led to the creation of the also appear, presenting the area as it looked
resonance, only this performance is frequently when the originating event took place. The
exaggerated and distorted. If multiple timing of the replaying of events varies
creatures are possessed their actions might between instances, sometimes happening
appear contradictory and their conversations when new observers enter the area or
fragmented. Possessed creatures are also not occurring on a daily basis. Some weaker
bound to replay the same event again and resonances only repeat on the anniversary of
again, and can interact with other creatures or the incident.
reinterpret the originating event with slight Creature and objects created by a spiritual
variance. resonance are treated as difficult terrain.
Incorporeal or ethereal creatures, such as
ghosts, treat instances of spiritual resonance
as solid objects and cannot pass through them.
Creatures inside an area of spiritual resonance
are lightly obscured.

82
Sinkholes of Evil Destruction
When acts of darkness spawn a resonance A steady supply of emotion is needed to
the imbued evil causes the area to become sustain a resonance. If the sustenance of a
spiritually unclean, the very soil has been resonance is cut off it will weaken and slowly
corrupted by the triggering deed. These areas begin to dwindle away.
of malevolence resonance are known as Creatures do not need to be in close
"sinkholes of evil". Only the most malicious of proximity to resonance to feed it and can be
deeds creates a sinkhole of evil, and they are miles away. Many resonances are maintained
typically created through prolonged depravity through repetition of their story: recitations of
and suffering, evil actions committed again the incident that led to the creation of the
and again in the same location. Occasionally, a resonance. So long as people talk about a
sinkhole is created through single action, but it particular tragedy, gossiping or frightening
is rare for one deed to impart enough negative children with the tale, the resonance will
emotions and evil. These sinkholes are the continue. Because tales of tragedy and horror
sites of an act of ultimate darkness or the spread more rapidly, resonances with negative
creation of a darklord. emotions last longer while happy resonances
Non-evil creatures that enter a sinkhole of spawned by acts of love or romance slowly
evil must make a Charisma saving throw. One shrink until the fade away.
a failure the creature gains vulnerability to A resonance can survive without the
necrotic damage. Undead and fiends that enter relevant emotions for a number of months
a sinkhole gain resistance to radiant damage. equal to its rank. If the appropriate emotion is
Spending an extended time in a sinkhole of absent, the resonance's rank is permanently
evil can also drive a creature insane, and reduced by 1. Once its rank reaches 0 the
taking a long rest in a sinkhole is cause for a resonance melts away into nothing.
saving throw against madness. Many sinkholes
of evil have other effects, often mimicking the
hallow spell.

83
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84

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