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Feb. 24th, 2025 10:20 am| ADEVENTURE HOOKS (FOR NON-BAROVIANS) In "Plea for Help," a colorfully dressed stranger approaches the characters while they are staying at a tavern. The stranger delivers a letter from his master, inviting them to the village of Barovia with an urgent request for their assistance. If the characters take the bait, the fog engulfs them as they cross into Strahd's domain. In "Mysterious Visitors," the characters are asked to scare off a band of rowdy travelers who are camped outside the town of Daggerford, on the Sword Coast in the Forgotten Realms campaign setting. The travelers welcome the characters to their camp and invite them to sit by their fire while their elder recounts a tragic tale of a cursed yet noble prince. The characters, lulled into a trance by the fire, awaken to find themselves on a foggy road, delivered to Barovia by their Vistani hosts. In "Werewolves in the Mist," the characters are drawn together by a series of werewolf attacks. The hunt for this pack of lycanthropes leads the characters into a forest, where they are swept into the land of Barovia. This hook assumes the use of the five factions featured in the Adventurers League. In "The Haunted Mirror," while the party is investigating a seemingly innocuous but ancient mirror in an old shop, the reflection begins to distort, showing glimpses of a dark castle shrouded in mist. Suddenly, the mirror pulls them in, transporting the adventurers into the cursed land of Barovia. In "Creeping Fog," the characters are traveling a lonely road through the woods when the fog engulfs them, spiriting them away to the land of Barovia. AVENTURE HOOKS (FOR NATIVE BAROVIANS) In "The Forgotten Song," a strange melody drifts through the air as the character is drawn into the woods on the outskirts of their village. Following the sound, the character emerges into a clearing where a small Vistani encampment is set up. Several colorful wagons, their faded banners fluttering in the breeze, form a circle around a campfire. A Vistani woman approaches the character and silently gestures for them to follow. She leads them to the largest wagon where Madam Eva, a renowned seer, waits. The thick fabric of the tent parts as they enter, revealing the aged woman surrounded by the dim glow of flickering candles. Her dark eyes glisten with otherworldly knowledge, and she motions for the character to sit before her, where a deck of tarokka cards rests. With a voice like a whisper on the wind, Madam Eva speaks of three ancient treasures — the Tome of Strahd, the Holy Symbol of Ravenkind, and the Sunsword — each holding the power to challenge Strahd and possibly free Barovia from his eternal rule. However, these relics are lost to time and shrouded by the mists. Only by uncovering the long-forgotten secrets of Barovia can they hope to find these treasures and confront the dark lord. Her voice sharpens as she warns the character that the key to finding these treasures lies within the village of Barovia itself, a place of ruin and sorrow, but also one that holds the clues they desperately need to find the items hidden deep within the cursed land. Madam Eva urges the character to seek the truth hidden within the heart of Strahd's domain. With a cryptic smile, Madam Eva adds that the path to salvation will be perilous, and Strahd's eyes are always upon those who dare to challenge him. As Madam Eva concludes, the character is left with the weight of their task. BAROVIANS After his armies occupied the valley and slew its inhabitants, Strahd repopulated the area with human subjects drawn from his other conquered lands. As a result, Barovians have a wide variety of ethnic backgrounds. Barovians are deeply invested in their homes and their traditions. They are wary of strange peoples and customs. The way Barovians deal with strangers can be unsettling to those newcomers. Barovians have a tendency to stare openly, in silence, thereby expressing their disapproval of anything that isn't familiar to them. Barovians aren't talkative with strangers, to the extent of being pointedly rude. Most Barovians have violent tempers that boil up through their customary silence when they are provoked. Barovians were a happy people once, but their history and current conditions aren't pleasant. If one manages to win the trust of a Barovian, one has a friend for life and a stalwart ally. Barovian children aren't happy children. They are raised in a culture of fear and told time and again not to wander too far from their homes or enter the woods. They experience little hope or joy, and they are taught to fear the devil Strahd above all. SOULS AND SHELLS In my version of Curse of Strahd, I prefer to discard the Souls and Shells lore in favor of a more natural cycle of life and death. In this world, all Barovians are born, live, age, and die just as people do in any other realm. The population of Barovia repopulates naturally over time, and the inhabitants, regardless of their spiritual state, experience the same lives of joy, sorrow, and eventual death. I envision doppelgängers as a powerful, mystical phenomenon, naturally recurring as part of the dark, twisted nature of Strahd's curse. The Dark Powers have shaped the fabric of Barovia, and with it, an unnatural cycle tied to Strahd's obsession with Tatyana. Every generation, Tatyana is reincarnated, and Strahd, forever fixated on her, seeks to woo her once more. However, like a cruel cosmic joke, she inevitably rejects him, often with horror, and dies tragically, typically after a violent encounter with Strahd's advances. Ireena Kolyana is no exception. She is a doppelgänger, the latest incarnation of Tatyana, born as the reincarnation of her soul and brought into existence by the curse of Barovia. Strahd's eternal obsession with these doppelgängers drives him to repeat this tragic pursuit, never breaking free from the curse that binds him and Barovia. The cycle will continue until something — be it fate or intervention — finally breaks this endless repetition. BAROVIANS AND NONHUMANS Barovians are mostly human. Other races that exist within Barovia include: Humanoid Creatures: bugbears, changelings, deep gnomes, dhampirs, driders, drow, dusk elves, dwarves, fey, goblins, halflings, hobgoblins, kenku, moon elves, orcs, tieflings Undead & Supernatural Beings: banshees, ghouls, hags, liches, revenants, vampires, wereravens, werewolves, witches BAROVIAN LORE Typical Barovians know certain facts, or have certain beliefs, about their existence and their surroundings. This common lore is summarized here. Characters can learn this information after earning a Barovian's trust. THE DEVIL STRAHD Some believe Strahd von Zarovich is a vampire, though few dare speak it. A vampire must rest in its coffin during the day. At night, it can summon wolves and vermin to do its bidding. A vampire can transform into a bat, a wolf, or a cloud of mist. In its humanoid form, it can dominate you with its powerful gaze. A vampire can't enter a residence without an invitation from one of the occupants. Running water burns a vampire like acid, and sunlight causes a vampire to burst into flame. No one knows what hides within the castle. Ancient tales tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft centuries ago. THE LAND OF BAROVIA Anyone who attempts to leave the land of Barovia begins to choke on the fog. Those who don't turn back perish. Many strangers have been drawn to Barovia over the years, but they all die or disappear before long. Wolves, dire wolves, and werewolves prowl the Svalich Woods, and hungry bats fill the skies at night. Wine is the lifeblood of Barovia—for some, it is the only reason to keep living. Barovian taverns get their wine from the Wizard of Wines winery near Krezk. BAROVIAN CALENDAR Barovia has its own calendar, and Barovians are accustomed to measuring the passage of time in "moons" instead of months. As a measurement of time, each moon begins on the first night of a full moon and lasts a full lunar cycle. A year consists of twelve moons, or twelve lunar cycles. Strahd was born in 299. Strahd died and became a vampire in 351. The current year is 774. BELIEFS AND SUPERSTITIONS Barovians have deep-rooted religious beliefs and superstitions that they pass down from one generation to the next: Two divine forces watch over the Barovian people: the Morninglord and Mother Night. Before the curse of Strahd befell the land, the Morninglord watched over the Barovian people from sunrise until sundown. Now, the sun has not shone unobscured for centuries, and the Morninglord no longer answers their prayers. The presence of Mother Night is felt most strongly between dusk and dawn, although nighttime prayers to her go unanswered. Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him. The Vistani alone are allowed to leave Barovia. Never harm a raven, lest ill fortune befall you! VISTANI The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in bright clothes and laughing often. As much as they feel at home in Strahd's dreary land, they know they can leave it whenever they please and aren't damned to spend eternity there. Vistani are silversmiths, coppersmiths, haberdashers, cooks, weavers, musicians, entertainers, storytellers, toolmakers, and horse traders. They also earn money by telling fortunes, trading, and selling information. Each family or clan of Vistani is its own little gerontocracy, with the oldest member ruling the roost. This elder carries the bulk of the responsibility for enforcing traditions, settling disputes, setting the course for the group's travels, and preserving the Vistani way of life. Vistani elders make all the important decisions, but whether by choice or because of their age, tend to speak in cryptic, flowing riddles. TRAVERSING THE MISTS The Vistani are unique in that they can move freely through Barovia’s deadly mists by Strahd's leave. However, the leader of the Vistani, Madam Eva, is also in possession of a mist-walking potion that allows non-Vistani to do the same. This potion is a rare and valuable commodity, typically sold or gifted at a high price due to its ability to let individuals safely travel through the Mists that would otherwise trap or kill them. Such a potion is a heavily guarded secret by Madam Eva, who can provide or sell such a potion, though it often comes with strings attached, like favors or future debts. STRAHD'S VISTANI SERVANTS During one of Strahd's military campaigns, years before he became a vampire, a group of Vistani rescued him after he was wounded in battle. These Vistani not only nursed Strahd back to health but also delivered him safely home. As a reward for their generosity, Strahd declared that all Vistani had the right to come and go from his land as they please, and this privilege extends to the present day. Thus, Vistani can travel freely through the fog that surrounds Barovia, without fear of harm or entrapment. Strahd honors his debt to the Vistani in part because he envies the Vistani way of life—the freedom they have to go where they please, their devotion to family, and their festive spirit. The courtesy he shows them is not simply a matter of honor but is also born from his admiration of them. In the centuries since Strahd became a vampire, many Vistani have allowed themselves to be corrupted by Strahd, to the extent that they consider him their king. Vistani who serve Strahd are less lively and friendly than normal Vistani, and their hearts are poisoned with dark intentions. Strahd uses them to lure adventurers into his domain and keep him informed about the events occurring in lands beyond his reach. These Vistani will lie to protect the vampire, and they fear the consequences of disobeying him. When it comes to sharing information about their dark master, Strahd's Vistani pretend to be helpful, but the information they impart is misleading at best and often deceptive. They readily tell adventurers that they have a potion that protects them from the deadly fog that surrounds Barovia. Although this is a lie, they attempt to sell their fake potion for as much money as they can get. VISTANI LORE Vistani know or believe certain facts about their people and their surroundings. This common lore is summarized here. Characters can learn this information after earning a Vistana's trust. STRAHD VON ZAROVICH About Strahd, the Vistani believe the following: Strahd comes from a royal bloodline. He died centuries ago yet endures as one of the undead, feasting on the blood of the living. Barovians refer to him as "the devil Strahd." Strahd has taken many consorts, but he has known only one true love: a Barovian peasant girl named Tatyana Federovna. (The Vistani don't know what happened to her.) Strahd named his castle, Ravenloft, after his beloved mother, Queen Ravenovia. Strangers aren't welcome at the castle without an invitation. THE LAND OF BAROVIA Vistani know the following facts about Barovia and Barovians: Strahd conquered this land centuries ago and named it after his father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of his realm. Barovians are simple, frightened people. There's an old windmill on the road between the village of Barovia and the town of Vallaki. It should be avoided at all costs! (The Vistani refuse to say more.) It is wise to stick to the road. Wild druids, wayward ghosts, and packs of wolves and werewolves haunt the Svalich Woods. BELIEFS AND SUPERSTITIONS The Vistani have deep-rooted beliefs and superstitions that they pass down from one generation to the next: Some Vistani women are blessed with prescience. Of all the great Vistani fortune-tellers, none compares to Madam Eva. If knowledge of the future is what you seek, Madam Eva will tell you your fate. A prescient Vistana can't see her own future or the future of another Vistana. It is the burden of the Vistani's great gift that their own fates can't be divined. Vistani curses are potent, but they are invoked with great caution. Vistani know that to curse one who is undeserving of such punishment can have grave consequences for the one who utters such a curse. |