Ravenloft (Gothic Fantasy) RP Ch. V "Labarinth"
Posted: Aug 10, 2005 9:11pm
. . . . . . . . . . . . . . . . . . . . . . . . . . . . RAVENLOFT . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . .The Realm of Dread. . . . . . . . . . . . . . . . . . . . . . . . . .
"Byond the mortal senses, byond your reality there lurks a boundless plane. It permiates your world and fills the void between worlds. It is the border between the lands of the living dead and of the dead. There mind and matter become one; thought and passion, fear and yearning, can become more tangible than iron. It is the Ethereal Plane.
Somewehre, lurking deep within those etheric mists, a dark and nameless dimension is ruled by dark and nameless powers. Some say it is a prison for the damned; some say it is a crucible to test the virtuous. Others simply call it home. It is a land of mist and shadow, love and death, sacrifice and seduction, beauty and horror. It is a land of whispered fears made manefest. It is the realm of dread.
Perhaps you have felt its touch. Tendrils of the ethereal mists reach out and caress the material plane. They stroke the skin at the back of your neck when a floorboard warns you are not alone in the dark. Their invisible fingers crawldown your spine when inhuman shadows rustle at the edges of your vision.
The mists do more than merely caress. The Dark Powers are drawn to innocence and villany, to loathing and desire, to obsession and despair. They seek out squandered Dreams and inner demons. They savor the decay of the spirit. Their Mists snatch up fiends at the moment of their ruin and steal upon heros in times of doubt.
To what end to the Dark Powers add these souls to their tarnished collection? To torment them? To purify them? None can say, for few souls drawn into the realm of dread ever leave to tell the tale. Yet perhaps you wil soon learn for youself, tor tonight, the Mists have come for you.
Welcome to the Land of Mists. Welcome to the crusible of virtue and the spoils of damnation. Welcome to the Realm of Dread.
Welcome to Ravenloft "
- Ravenloft Players Guide - Chapeter I - The world of Ravenloft.
-----------
Okay now that that introduction is out of the way and if you got this far you are probably interested, I have decided to start an RP set in the Dungeons and Dragons realm of Ravenloft - The land of Dread.
This will require no knowledge of Dugeons and Dragons so don't worry. Everything neccecary will be decribed here.
This will be a Gothic Horror/Fantasy/Adventure RP, and will preferaly maintain standards of an R rated movie.
-----------
Information about Ravenloft.
There are a few major components of Ravenloft, the Mists, the Dark Powers and the Darklords, as well as their Domains.
Darklords are those who have fallen so far into the Dark Power's grip that they have become cursed to the point that realms have come around them in which they are forced to suffer an etheral life of which their soul is tormented by their greatest unatainabl desire for all etehrnity. In addition many of the realms are extremely small and steeped in solitude. Any Darklord can close the borders of their domain from escape, trapping those who wander in unawares under forces such as lethal poisoing to eternal walkign in circles.
In Ravenloft, these Mists assume a life of their own. The Ravenloft Mists act as the claws of the Dark Powers. Every child in Ravenloft knows of the Misty Border, the churning walls of Mist that surround and isolate domains and clusters. A traveler who enters the Misty Border hoping to reach another domain quickly finds herself engulfed by a netherworld of obscuring white fog. Direction and distance become meaningless; they have no control over direction. Unless they find an appropriate escort.
The Dark Powers are virtually unkown to the inhabitants of Ravenloft however have theri hands in evrythign from the creation of the Domains to the mists themselves. They are both good and evil and noone can be sure what their true goals are, or what true form they take.
DIfferent Domains have various cultural levels ranging from Stone Age to Renessance, technology will be equivalnet to the realm, with technologies from other realms being extremely rare.
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Characters
Okay, finally right? There are a good number of races that can be played in ravenloft, at least that I will be using as PC (Pleyer-Character) races (Just to keep thigns flavorful, this IS after all a high-Fantasy setting)
Calibans - Calibans are physically powerful but
misshapen humanoids. No two Calibans look
alike, but common deformities include twisted
backs or limbs, asymmetrical features, bristly skin,
or tusklike teeth. Calibans are widely considered
brutish, savage creatures; their name is a
corruption of "cannibal,"
(Higher Strength then average, however have a generally lower Dexterity or Intilect. generally)
Dwarves - are stout and live in mountains and are as strong as them as well. They usually become powerful combatants and weaponsmiths, as well as miners and are said to have great ties to the earth. Also known for their courage.
(Generally stronger than most, however are also shorter.)
Elves - Two seemingly unrelated elven societies exist in Ravenloft. The elves of Darkon tend to have dark hair and eyes of green, violet, or gray. Elves from the domain of Sithicus all share the traits of silvery hair and amber eyes. Known for longevity and skill they are excelent at many thigns.
Half-Elves - Born from human and elven parents they share some of the traits of their elven blood as well as soem from theri human parantage. Their longevity becomes a curse as they will outlive thier human loved ones but die before thier elven ones.
Halflings - Halflings are tiny humanoids, easily mistaken at first glance for human children. Halflings do
possess a childlike curiosity about the world around them, which often expresses itself as wanderlust. Halflings prefer simple, comfortable garb.
Half-Vistani (or giogoto, in the Vistani patterna) are the result of a union between a Vistana and a human. Unlike the other special races of Ravenloft, half-Vistani are entirely human. Broken homes are the giogoto's birthright; due to their parantage.
humans make over 80% of ravenloft's population. Due to the nature of the realm many humans haven't ever seen anyone of a different race creating massive Xenophobia and superstitions.
Half-Fiends These are extremely rare creatures whihc require either a demon or devil to mate with a human (usually however not alway this involves a succubus or incubus) and produce even rareer offspring. These creatures are shuned due to their parantage and appearance, usually carrying wings, red eyes, and clawlike hands, sometimes even horns or hoved feet. They have amny abilties as well, such as desecrating regions and producing a region of darkness around them, very powerful half-fiends can even produce blasts of hellfire or abyssyl energies that can desintigrate thigns, however it is extremely draining for even the most powerful, due to their non-demon blood, in addition doing this causes the dark powers to become attarcted to them as possible cantidates for their own Domains.
Half-Dragons Born from rare matings between humanoids and dragons in a humanoid form, they take on several dragonic traits, gainin increased strength, claws, and in some cases wings. In addition they gain the ability to use the breath weapon of their dracoinc parantage (Fire/ Cold/ Acid/ Electricity) and also gain scales covering parts of their body corresponding to the gragons color (Fire (Gold/red) Acid (Black/Bronse) Cold (Silver/White) Electricity (Brass/Green).
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The evil inhabitants of Ravenloft
It is a wild adventure we are on. Here, as we are rushing along through the darkness, with the cold from the river seeming to rise up and strike us, with all the mysterious voices of the night around us, it all comes home. We seem to be drifting into unknown ways. Into a whole world of dark and dreadful things.
- Bram Stoker, Dracula (1897)
Vampire Powerful undead with a thirst for blood of mortals. Capable of commading the lesser creatures of the night (Rats, bats, and wolves). They oare also capable of powerful mental domination through a magical hypnosis which renders their victims helpless. Immune to most forms of damage as well only blessed, and silvered weapons seem to have any effect. It is said that a steak through the heart can kill a vampire however some of the mroe powerful breeds are merely imobilised by this method. Certain magical weapons seem to also have this effect. They are also weak to sunlight of both a mundane and magical variety, however in many domins where they are Darklords the sun never shines. Running water is said to weaken them greatly however it is less prevalent than many wish it to be. Some are even capable of becoming invisible, and otehrs are even unaffected by sunlight, or can create mists taht hypnotise mortals, however these traits are only present in the most ancient and powerful vampires.
Ghosts Ghosts are the trapped souls of deceased creatures. According to van Richten's theory the interaction between the emotion and the ethereal can serve as a barrier in the event of an emotionaly charged death. Preventing the soul from escaping to antoehr realm. Ghosts are tormended by the circumstances fo thier deaths. Teh emotion released during a ghost's creation charges the ghost with power. Only unusual circumvention such as that of the Dark Powers can increase a ghost's strength byond that of its creation.
Lowly ghosts can only act as observers tormented by th events occoring and unable to escape their fate, while powerful ghosts can interact and become dangerous to those around them. Capable of even using their presence to create illusions and call upon deathly frightening images for it's victims which can kill the weak minded.
Ghosts may be turned by clerics with a holy symbol and holy or specilised weapons can affect them as well. Magic has different effects on ghosts than it does on mortals.
LichesLiches are undead spellcasters and cannot be blineded by any effect, even magical ones, and no darkness can limit their vision. They are lords of the undead and can take control of and command any lesser undead. They also have varying powers between them, from assuming alternate forms to creating structures of bone at will (Provided there are enough bones around) They can summon a wave of cold or coppy any spells used agaisnt them. Some are immune to metalic weapons and others emit a poisonous aura. They can use any skulls around them to see and hear out of, and can heal rapidly, however only the most powerful of them posess all of these abilites, most only posess one or two. the only ones all have are the unparalelled sight and control of lesser undead.
Lycanthropes Mortals which change into vicious beasts during the proper circumstances (Usually during a full moon but others have been known especialy when the affliction was caused by a curse.) Known forms have been lions, tigers, bears, rats, and most commonly wolves.
Constructs A construct is a being created and given life by a spellcaster or otehr great power. They are oten called Clockworks and Golems. The most feared of which are the Dread Golems, which have been given telepathy and sentience by the Dark Powers. Sometimes they even develop various otehr ablites as well. These include a diseased touch and an ability to recover from almost any wound. They can sometimes climb like spiders and drain the life from those they touch. Again, only the most powerful will have all of these abilties, and most only posess one.
other threats To save time I won't continue here bu there are many other foes to be ware of, from fiends to hags to zombies ghouls and various other undead, mummies etc. Even various corrupted Hags and the Vistani, fortunelling people born from within the mists..
- There are many more varieties of creatures however these are the ones that are appropriate for use by players, the others are dread beasts and mindless undead, animals etc.
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Classes
"Once more unto the breach, dear friends, once more,
Or close the wall up with our English dead!
In peace there ’s nothing so becomes a man
As modest stillness and humility;
But when the blast of war blows in our ears,
Then imitate the action of the tiger:
Stiffen the sinews, summon up the blood.
- William Shakespeare, King Henry V Quote Act iii. Scene 1.
These are general descriptions of character types, and can be mixed and matched. within your character concept and of course fitting with your character's history.
Bard - These people are the stroytellers and musicians of the world, able to facinate others with their song and soem legendary bards were able to attaract great followings, in large areas, however due to the nature of ravenloft not more than in tehri own Domains. (PM me about additional infromation that could be of use in this class)
Cleric - These spellcsaters draw upon power granted by their deity to gain power and defeat their diety's enemies. (PM me for a lsit of dietys and other information if desired) They also gain 2 domains appropriate to their deity which grant them additional spells and unique powers. THey also have the power to turn undead (Make them flee/becoem destroyed (Only good-Aligned deity's) or Rebuke (Take control of) them (Evil Deitys).
Druid - These are spellcasters whih are masters of the wild, they protect nature and call upon it's forces they can take the forms of animals and the legendary druids could even take the forms of elementals themselves. (PM me about spellcasting if you plan on playing this class)
Fighter - The name says it all, they fight and they fight well, very well, and are all types of warirors that specilize in a type of weapon.
Rogue - Theives, Asassins, and any other stealy backstabbing character is a rogue, they can disarm traps as easily as they can lay them and they can deliver deadly blowas with a stab in the back, however aren't experts in direct combat.
Sorcerer/Wizard - These characters are the "Traditaional" Spellcasters, drawign upon imborn abilitty (Sorcerer) or Learned Knowledge (Wizards). (PM me about spels)
Okay so that's the basic information about classes, as you can guess based on the PM requests there's a bit more infomation on this. I'm not going to include too many more details becasue that would take even longer to read.
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Weapons, Armor, and Equipment
weapons in Ravenloft range from Stone ange weapons to Renessance weapons, however beginning in a Medeval period Domain weapons are expected to be appropriate, unless detailed in backstroy, just for realisim's sake, as said before, finding a longsword in a stone-age period Domain is very rare, as noone in that domain (Save perhaps the Darklord) would know how to forge one.
Magic weapons and other items are acceptable as well, however put something about their aquisition in your backstory (adds more for me to work with later when waeving a story ya know...).
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Due to the very nature of this RP I would like certain thigns to be considered when making a cahracter:
Gender:
Race:
Class:
Appearance:
Famlily:
Greatest love:
Greatest Regret:
Fears:
Facinations:
Habbits:
Secrets:
Rational or Passionate:
Strength of faith:
Self-Confidence:
What DRIVES the character and makes them want to travel:
Past events:
--------
We will start in the Falkovia. A land covered in temperate forests and plains. Falkovnia (fol-KOV-ni-a) is a sinister
realm crushed by the iron fist of military tyranny. It is a region of rolling lowlands swathed in dark forests. The woods are wild, shadowy places filled with vicious predators and unspeakable horrors. The towering trees of Falkovnia have bark so dark it is nearly black. In the eastern parts of the realm, dead trees are unusually common. Stripped of leaves and bark.
Falkovnia's cities are dark and unfriendly, free of any aesthetic sensibility whatsoever. Homes and shops are squat, efficient structures of unfinished timber and brick stacked densely next to one another. Stone city walls and fortresses are towering, gray, and featureless. Garbage, offal,
and mud cover every surface, and the air swarms with horseflies and yellow jackets. Falkovnia's climate is one of extremes, characterized by bitter winters and hot, humid summers.
Major Settlements: Aerie (pop. 2,600) = Starting region of domain, Lekar (pop. 15,900), Morfenzi (pop. 1,500), Silverbas (5,800), Stangengrad (pop. 6,500) The Folk: Population — 64,300. Humans 93%, Halflings 2%, Half-Elves 3%, Elves 1%, Other 1%. Languages — Falkovnian,* Darkonese, Balok, Mordentish, Halfling, Gnome,
Elven, Dwarven. Religions — Hala, Ezra. Falkovnians are fair skinned and usually visibly underfed and overworked. Dark blond to medium brown hair is typical, as are hazel to deep
brown eyes, though green eyes are not unheard of. Men wear their hair in savage crew cuts, while women grow their hair long, wild, and unkempt. Falkovnians dress in deliberately drab clothing; to stand out is to draw the attention of the realm's soldiers, which can mean death or worse.
Falkovnian merchants — guarded by Falkovnian soldiers, of course — maintain trade outposts throughout the domains of the Core. The exportation of cereals generates a king's ransom for Drakov, which he then uses to fund the maintenance of the army.This vital contribution aside, Vlad Drakov (The Darklord of the Domain) has made it quite clear that his is to be a throne of conquest. The mercenary-king has tried his hand at invading every bordering realm at one time or
another.
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the evils of Ravenloft:
In Ravenloft anyone could call upon the Dark forces and punish somone therein, assuming that they can get their attention first. These curses can range from a nusance (having red eyes at night), to something truly horrid (Becoming a vampire whenever you fall in love, destined to kill all those you love for sustinace),
In addition there is almost no place fo refuge from one type of tyrant to another, it could best be decribed as a life many would choose the pits over, and even in death sometimes the inhabitants cannot escape its torments.
((What a cheery place ain't it?))
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final notes
In DnD there is a DM (Dungeon Master) who sets the stage for the Roleplay and generaly provides information and controls the major villans. ((That's my role...)).
I'll begin posting the opening situation in about 24 hours, which should be enough toime for all those interested in joining to join)
--------------
Example Character:
Gender: Male
Age: 16
Race: Elf
Class: Fighter
Appearance: Dark brown hair with unusual red eyes, he stands 5'6" tall and sports a sword on his back, which is forged to his size. His clothes are of a dab grey, and he has horrid calouses on his hnds and a deep scar across his cheek, he is also missign a finger on his left hand.
Famlily: He is the 1st child of 4 and his mother died in childbirth of his youngest sister Shiara (Now 8 ). His father Obero was greif-stricken by the oocourance however attempted to make do and worked hard as a farmer to gain money to support his family under their tyranical rule. His yonger brother Alan(14)was born second and works with his father trying to help him, as well as his eldest sister Tyra (13).
What is your Greatest love: His family and his sword.
Greatest Regret: Ever joining the Darklord's army.
Fears: That the Darklord will come after his family. Dragons, and vampires.
Facinations: The darkness that lies within him and others.
Habbits: Scratching the stub of his finger. (Pahntom Limb Syndrome)
Secrets: He has a family near the city of Morfenzi.
Rational or Passionate: In between, he is rational about most things however passionate at protecting hose who are weak.
Strength of faith: Wavering, he has seen many terrible things and has been a victim of many himself, however thsi has also afirmed his derermination to attempt to end the tyrnay of Ravenloft and break free.
Self-Confidence: Strong however when encountered by sights of horror or other painful sights he becomes wavering in confidence.
What DRIVES the character and makes them want to travel: In an attempt to distance himself from his homelant for the safety of his family and find ways to fight the Darklord's army.
Past events:
At a young age his mother died at childbirth.
At the age of only 13 he was conscripted to the local army under penalty of death if he refused.
In one battle he was forced to fight against a dragon he watched his entire group of comrades become slaughtered in front of his eyes, which caused him to run away, his comander punished him for his cowardice by making him cut off the ring finger of his left hand, and making him dip it into the camp's water supply as a public display as to how coawrdice wouldn't be tolerated. He did however in this display laso become cusrsed to hbear red eyes as a result of the weapon he used, a cursed dagger, every night he has to view the scene of the knife slicing his finger off ten times. The dragon was slain three days later at a cost of over 500 men, they were required to carry all of its horde to a huge stach of wealth, byond imagination. Two years later he ran away form the army after refusign to behead his friend for not paying their taxes, sonone else did the deed then slashed his face creatign a large scar on his cheek. He left the town quickly taking with him only his sword and a horse, he is now living on the run fearing for his family's safety.
. . . . . . . . . . . . . . . . . . . . . . . . . . . .The Realm of Dread. . . . . . . . . . . . . . . . . . . . . . . . . .
"Byond the mortal senses, byond your reality there lurks a boundless plane. It permiates your world and fills the void between worlds. It is the border between the lands of the living dead and of the dead. There mind and matter become one; thought and passion, fear and yearning, can become more tangible than iron. It is the Ethereal Plane.
Somewehre, lurking deep within those etheric mists, a dark and nameless dimension is ruled by dark and nameless powers. Some say it is a prison for the damned; some say it is a crucible to test the virtuous. Others simply call it home. It is a land of mist and shadow, love and death, sacrifice and seduction, beauty and horror. It is a land of whispered fears made manefest. It is the realm of dread.
Perhaps you have felt its touch. Tendrils of the ethereal mists reach out and caress the material plane. They stroke the skin at the back of your neck when a floorboard warns you are not alone in the dark. Their invisible fingers crawldown your spine when inhuman shadows rustle at the edges of your vision.
The mists do more than merely caress. The Dark Powers are drawn to innocence and villany, to loathing and desire, to obsession and despair. They seek out squandered Dreams and inner demons. They savor the decay of the spirit. Their Mists snatch up fiends at the moment of their ruin and steal upon heros in times of doubt.
To what end to the Dark Powers add these souls to their tarnished collection? To torment them? To purify them? None can say, for few souls drawn into the realm of dread ever leave to tell the tale. Yet perhaps you wil soon learn for youself, tor tonight, the Mists have come for you.
Welcome to the Land of Mists. Welcome to the crusible of virtue and the spoils of damnation. Welcome to the Realm of Dread.
Welcome to Ravenloft "
- Ravenloft Players Guide - Chapeter I - The world of Ravenloft.
-----------
Okay now that that introduction is out of the way and if you got this far you are probably interested, I have decided to start an RP set in the Dungeons and Dragons realm of Ravenloft - The land of Dread.
This will require no knowledge of Dugeons and Dragons so don't worry. Everything neccecary will be decribed here.
This will be a Gothic Horror/Fantasy/Adventure RP, and will preferaly maintain standards of an R rated movie.
-----------
Information about Ravenloft.
There are a few major components of Ravenloft, the Mists, the Dark Powers and the Darklords, as well as their Domains.
Darklords are those who have fallen so far into the Dark Power's grip that they have become cursed to the point that realms have come around them in which they are forced to suffer an etheral life of which their soul is tormented by their greatest unatainabl desire for all etehrnity. In addition many of the realms are extremely small and steeped in solitude. Any Darklord can close the borders of their domain from escape, trapping those who wander in unawares under forces such as lethal poisoing to eternal walkign in circles.
In Ravenloft, these Mists assume a life of their own. The Ravenloft Mists act as the claws of the Dark Powers. Every child in Ravenloft knows of the Misty Border, the churning walls of Mist that surround and isolate domains and clusters. A traveler who enters the Misty Border hoping to reach another domain quickly finds herself engulfed by a netherworld of obscuring white fog. Direction and distance become meaningless; they have no control over direction. Unless they find an appropriate escort.
The Dark Powers are virtually unkown to the inhabitants of Ravenloft however have theri hands in evrythign from the creation of the Domains to the mists themselves. They are both good and evil and noone can be sure what their true goals are, or what true form they take.
DIfferent Domains have various cultural levels ranging from Stone Age to Renessance, technology will be equivalnet to the realm, with technologies from other realms being extremely rare.
-------------
Characters
Okay, finally right? There are a good number of races that can be played in ravenloft, at least that I will be using as PC (Pleyer-Character) races (Just to keep thigns flavorful, this IS after all a high-Fantasy setting)
Calibans - Calibans are physically powerful but
misshapen humanoids. No two Calibans look
alike, but common deformities include twisted
backs or limbs, asymmetrical features, bristly skin,
or tusklike teeth. Calibans are widely considered
brutish, savage creatures; their name is a
corruption of "cannibal,"
(Higher Strength then average, however have a generally lower Dexterity or Intilect. generally)
Dwarves - are stout and live in mountains and are as strong as them as well. They usually become powerful combatants and weaponsmiths, as well as miners and are said to have great ties to the earth. Also known for their courage.
(Generally stronger than most, however are also shorter.)
Elves - Two seemingly unrelated elven societies exist in Ravenloft. The elves of Darkon tend to have dark hair and eyes of green, violet, or gray. Elves from the domain of Sithicus all share the traits of silvery hair and amber eyes. Known for longevity and skill they are excelent at many thigns.
Half-Elves - Born from human and elven parents they share some of the traits of their elven blood as well as soem from theri human parantage. Their longevity becomes a curse as they will outlive thier human loved ones but die before thier elven ones.
Halflings - Halflings are tiny humanoids, easily mistaken at first glance for human children. Halflings do
possess a childlike curiosity about the world around them, which often expresses itself as wanderlust. Halflings prefer simple, comfortable garb.
Half-Vistani (or giogoto, in the Vistani patterna) are the result of a union between a Vistana and a human. Unlike the other special races of Ravenloft, half-Vistani are entirely human. Broken homes are the giogoto's birthright; due to their parantage.
humans make over 80% of ravenloft's population. Due to the nature of the realm many humans haven't ever seen anyone of a different race creating massive Xenophobia and superstitions.
Half-Fiends These are extremely rare creatures whihc require either a demon or devil to mate with a human (usually however not alway this involves a succubus or incubus) and produce even rareer offspring. These creatures are shuned due to their parantage and appearance, usually carrying wings, red eyes, and clawlike hands, sometimes even horns or hoved feet. They have amny abilties as well, such as desecrating regions and producing a region of darkness around them, very powerful half-fiends can even produce blasts of hellfire or abyssyl energies that can desintigrate thigns, however it is extremely draining for even the most powerful, due to their non-demon blood, in addition doing this causes the dark powers to become attarcted to them as possible cantidates for their own Domains.
Half-Dragons Born from rare matings between humanoids and dragons in a humanoid form, they take on several dragonic traits, gainin increased strength, claws, and in some cases wings. In addition they gain the ability to use the breath weapon of their dracoinc parantage (Fire/ Cold/ Acid/ Electricity) and also gain scales covering parts of their body corresponding to the gragons color (Fire (Gold/red) Acid (Black/Bronse) Cold (Silver/White) Electricity (Brass/Green).
------
The evil inhabitants of Ravenloft
It is a wild adventure we are on. Here, as we are rushing along through the darkness, with the cold from the river seeming to rise up and strike us, with all the mysterious voices of the night around us, it all comes home. We seem to be drifting into unknown ways. Into a whole world of dark and dreadful things.
- Bram Stoker, Dracula (1897)
Vampire Powerful undead with a thirst for blood of mortals. Capable of commading the lesser creatures of the night (Rats, bats, and wolves). They oare also capable of powerful mental domination through a magical hypnosis which renders their victims helpless. Immune to most forms of damage as well only blessed, and silvered weapons seem to have any effect. It is said that a steak through the heart can kill a vampire however some of the mroe powerful breeds are merely imobilised by this method. Certain magical weapons seem to also have this effect. They are also weak to sunlight of both a mundane and magical variety, however in many domins where they are Darklords the sun never shines. Running water is said to weaken them greatly however it is less prevalent than many wish it to be. Some are even capable of becoming invisible, and otehrs are even unaffected by sunlight, or can create mists taht hypnotise mortals, however these traits are only present in the most ancient and powerful vampires.
Ghosts Ghosts are the trapped souls of deceased creatures. According to van Richten's theory the interaction between the emotion and the ethereal can serve as a barrier in the event of an emotionaly charged death. Preventing the soul from escaping to antoehr realm. Ghosts are tormended by the circumstances fo thier deaths. Teh emotion released during a ghost's creation charges the ghost with power. Only unusual circumvention such as that of the Dark Powers can increase a ghost's strength byond that of its creation.
Lowly ghosts can only act as observers tormented by th events occoring and unable to escape their fate, while powerful ghosts can interact and become dangerous to those around them. Capable of even using their presence to create illusions and call upon deathly frightening images for it's victims which can kill the weak minded.
Ghosts may be turned by clerics with a holy symbol and holy or specilised weapons can affect them as well. Magic has different effects on ghosts than it does on mortals.
LichesLiches are undead spellcasters and cannot be blineded by any effect, even magical ones, and no darkness can limit their vision. They are lords of the undead and can take control of and command any lesser undead. They also have varying powers between them, from assuming alternate forms to creating structures of bone at will (Provided there are enough bones around) They can summon a wave of cold or coppy any spells used agaisnt them. Some are immune to metalic weapons and others emit a poisonous aura. They can use any skulls around them to see and hear out of, and can heal rapidly, however only the most powerful of them posess all of these abilites, most only posess one or two. the only ones all have are the unparalelled sight and control of lesser undead.
Lycanthropes Mortals which change into vicious beasts during the proper circumstances (Usually during a full moon but others have been known especialy when the affliction was caused by a curse.) Known forms have been lions, tigers, bears, rats, and most commonly wolves.
Constructs A construct is a being created and given life by a spellcaster or otehr great power. They are oten called Clockworks and Golems. The most feared of which are the Dread Golems, which have been given telepathy and sentience by the Dark Powers. Sometimes they even develop various otehr ablites as well. These include a diseased touch and an ability to recover from almost any wound. They can sometimes climb like spiders and drain the life from those they touch. Again, only the most powerful will have all of these abilties, and most only posess one.
other threats To save time I won't continue here bu there are many other foes to be ware of, from fiends to hags to zombies ghouls and various other undead, mummies etc. Even various corrupted Hags and the Vistani, fortunelling people born from within the mists..
- There are many more varieties of creatures however these are the ones that are appropriate for use by players, the others are dread beasts and mindless undead, animals etc.
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Classes
"Once more unto the breach, dear friends, once more,
Or close the wall up with our English dead!
In peace there ’s nothing so becomes a man
As modest stillness and humility;
But when the blast of war blows in our ears,
Then imitate the action of the tiger:
Stiffen the sinews, summon up the blood.
- William Shakespeare, King Henry V Quote Act iii. Scene 1.
These are general descriptions of character types, and can be mixed and matched. within your character concept and of course fitting with your character's history.
Bard - These people are the stroytellers and musicians of the world, able to facinate others with their song and soem legendary bards were able to attaract great followings, in large areas, however due to the nature of ravenloft not more than in tehri own Domains. (PM me about additional infromation that could be of use in this class)
Cleric - These spellcsaters draw upon power granted by their deity to gain power and defeat their diety's enemies. (PM me for a lsit of dietys and other information if desired) They also gain 2 domains appropriate to their deity which grant them additional spells and unique powers. THey also have the power to turn undead (Make them flee/becoem destroyed (Only good-Aligned deity's) or Rebuke (Take control of) them (Evil Deitys).
Druid - These are spellcasters whih are masters of the wild, they protect nature and call upon it's forces they can take the forms of animals and the legendary druids could even take the forms of elementals themselves. (PM me about spellcasting if you plan on playing this class)
Fighter - The name says it all, they fight and they fight well, very well, and are all types of warirors that specilize in a type of weapon.
Rogue - Theives, Asassins, and any other stealy backstabbing character is a rogue, they can disarm traps as easily as they can lay them and they can deliver deadly blowas with a stab in the back, however aren't experts in direct combat.
Sorcerer/Wizard - These characters are the "Traditaional" Spellcasters, drawign upon imborn abilitty (Sorcerer) or Learned Knowledge (Wizards). (PM me about spels)
Okay so that's the basic information about classes, as you can guess based on the PM requests there's a bit more infomation on this. I'm not going to include too many more details becasue that would take even longer to read.
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Weapons, Armor, and Equipment
weapons in Ravenloft range from Stone ange weapons to Renessance weapons, however beginning in a Medeval period Domain weapons are expected to be appropriate, unless detailed in backstroy, just for realisim's sake, as said before, finding a longsword in a stone-age period Domain is very rare, as noone in that domain (Save perhaps the Darklord) would know how to forge one.
Magic weapons and other items are acceptable as well, however put something about their aquisition in your backstory (adds more for me to work with later when waeving a story ya know...).
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Due to the very nature of this RP I would like certain thigns to be considered when making a cahracter:
Gender:
Race:
Class:
Appearance:
Famlily:
Greatest love:
Greatest Regret:
Fears:
Facinations:
Habbits:
Secrets:
Rational or Passionate:
Strength of faith:
Self-Confidence:
What DRIVES the character and makes them want to travel:
Past events:
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We will start in the Falkovia. A land covered in temperate forests and plains. Falkovnia (fol-KOV-ni-a) is a sinister
realm crushed by the iron fist of military tyranny. It is a region of rolling lowlands swathed in dark forests. The woods are wild, shadowy places filled with vicious predators and unspeakable horrors. The towering trees of Falkovnia have bark so dark it is nearly black. In the eastern parts of the realm, dead trees are unusually common. Stripped of leaves and bark.
Falkovnia's cities are dark and unfriendly, free of any aesthetic sensibility whatsoever. Homes and shops are squat, efficient structures of unfinished timber and brick stacked densely next to one another. Stone city walls and fortresses are towering, gray, and featureless. Garbage, offal,
and mud cover every surface, and the air swarms with horseflies and yellow jackets. Falkovnia's climate is one of extremes, characterized by bitter winters and hot, humid summers.
Major Settlements: Aerie (pop. 2,600) = Starting region of domain, Lekar (pop. 15,900), Morfenzi (pop. 1,500), Silverbas (5,800), Stangengrad (pop. 6,500) The Folk: Population — 64,300. Humans 93%, Halflings 2%, Half-Elves 3%, Elves 1%, Other 1%. Languages — Falkovnian,* Darkonese, Balok, Mordentish, Halfling, Gnome,
Elven, Dwarven. Religions — Hala, Ezra. Falkovnians are fair skinned and usually visibly underfed and overworked. Dark blond to medium brown hair is typical, as are hazel to deep
brown eyes, though green eyes are not unheard of. Men wear their hair in savage crew cuts, while women grow their hair long, wild, and unkempt. Falkovnians dress in deliberately drab clothing; to stand out is to draw the attention of the realm's soldiers, which can mean death or worse.
Falkovnian merchants — guarded by Falkovnian soldiers, of course — maintain trade outposts throughout the domains of the Core. The exportation of cereals generates a king's ransom for Drakov, which he then uses to fund the maintenance of the army.This vital contribution aside, Vlad Drakov (The Darklord of the Domain) has made it quite clear that his is to be a throne of conquest. The mercenary-king has tried his hand at invading every bordering realm at one time or
another.
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the evils of Ravenloft:
In Ravenloft anyone could call upon the Dark forces and punish somone therein, assuming that they can get their attention first. These curses can range from a nusance (having red eyes at night), to something truly horrid (Becoming a vampire whenever you fall in love, destined to kill all those you love for sustinace),
In addition there is almost no place fo refuge from one type of tyrant to another, it could best be decribed as a life many would choose the pits over, and even in death sometimes the inhabitants cannot escape its torments.
((What a cheery place ain't it?))
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final notes
In DnD there is a DM (Dungeon Master) who sets the stage for the Roleplay and generaly provides information and controls the major villans. ((That's my role...)).
I'll begin posting the opening situation in about 24 hours, which should be enough toime for all those interested in joining to join)
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Example Character:
Gender: Male
Age: 16
Race: Elf
Class: Fighter
Appearance: Dark brown hair with unusual red eyes, he stands 5'6" tall and sports a sword on his back, which is forged to his size. His clothes are of a dab grey, and he has horrid calouses on his hnds and a deep scar across his cheek, he is also missign a finger on his left hand.
Famlily: He is the 1st child of 4 and his mother died in childbirth of his youngest sister Shiara (Now 8 ). His father Obero was greif-stricken by the oocourance however attempted to make do and worked hard as a farmer to gain money to support his family under their tyranical rule. His yonger brother Alan(14)was born second and works with his father trying to help him, as well as his eldest sister Tyra (13).
What is your Greatest love: His family and his sword.
Greatest Regret: Ever joining the Darklord's army.
Fears: That the Darklord will come after his family. Dragons, and vampires.
Facinations: The darkness that lies within him and others.
Habbits: Scratching the stub of his finger. (Pahntom Limb Syndrome)
Secrets: He has a family near the city of Morfenzi.
Rational or Passionate: In between, he is rational about most things however passionate at protecting hose who are weak.
Strength of faith: Wavering, he has seen many terrible things and has been a victim of many himself, however thsi has also afirmed his derermination to attempt to end the tyrnay of Ravenloft and break free.
Self-Confidence: Strong however when encountered by sights of horror or other painful sights he becomes wavering in confidence.
What DRIVES the character and makes them want to travel: In an attempt to distance himself from his homelant for the safety of his family and find ways to fight the Darklord's army.
Past events:
At a young age his mother died at childbirth.
At the age of only 13 he was conscripted to the local army under penalty of death if he refused.
In one battle he was forced to fight against a dragon he watched his entire group of comrades become slaughtered in front of his eyes, which caused him to run away, his comander punished him for his cowardice by making him cut off the ring finger of his left hand, and making him dip it into the camp's water supply as a public display as to how coawrdice wouldn't be tolerated. He did however in this display laso become cusrsed to hbear red eyes as a result of the weapon he used, a cursed dagger, every night he has to view the scene of the knife slicing his finger off ten times. The dragon was slain three days later at a cost of over 500 men, they were required to carry all of its horde to a huge stach of wealth, byond imagination. Two years later he ran away form the army after refusign to behead his friend for not paying their taxes, sonone else did the deed then slashed his face creatign a large scar on his cheek. He left the town quickly taking with him only his sword and a horse, he is now living on the run fearing for his family's safety.