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The Savage World of Ravenloft PDF

270 Pages·2015·21.64 MB·English
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Rules, Editing, and Additional Text: Jeremy “Blackwingedheaven” Puckett Special Thanks: Nathan Okerlund (Annaes, the Drowning Deep, Victor Mordenheim and Adam), Eleanor “Isabella” Ferron (Valacán), Matthew L. Martin (Bluetspur and the Illithid God-Brain) Cover Art: Bruno Balixa Interior Art: Bruno Balixa, C. Robert Brown, Luigi Castellani, Storn Cook, Gary Dupuis, Eleanor “Isabella” Ferron, Earl Geier, Jeshields, David Lewis Johnson, Ian MacLean, Matt Morrow, Carlos NCT, Eric Quigley, Shaman’s Stockart, Justin “Ryunnosuke” Yap, Kim Su Yeong, E.I. Vidal Some of the art in this document is used under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 or 3.0 License Acknowledgements This work includes sections inspired by the work of Ryan Naylor, Matthew L. Martin, Chris Nichols, Joel Paquin, Eleanor “Isabella” Ferron, David Gibson, Nathan Okerlund, and John W. Mangrum. Many thanks to the Fraternity of Shadows for their work in keeping Ravenloft alive(ish). Yours in Shadow, fratus tuus in umbra. And thanks as always to my lovely wife, Chisa, without whom none of this would be any fun. Version 0.9 Release date: November 10, 2015 Ravenloft® is a registered trademarks owned by Wizards of the Coast, Inc. This book does not represent a challenge to any Wizards of the Coast-held trademarks. Wizards of the Coast is not officially affiliated with this book in any way. This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. 1 2 Introduction 5 Chapter 1: Character Creation 13 Chapter 2: Rules of the Night 25 Chapter 3: Gear and Equipment 47 Chapter 4: Magic of the Drea(cid:71) Realms 53 Chapter 5: Secrets of the Dread Realms 61 Chapter 6: Ravenloft Gazetteer 81 Chapter 7: Cabals and Societies 183 Chapter 8: Denizens of Dread 197 Chapter 9: The Doomed and the Damned 241 3 4 Dread ever leave to tell the tale. Yet perhaps Welcome to the Land of Mists… you will soon learn for yourself, for tonight, the Mists have come for you. Beyond mortal senses, beyond reality, Welcome to the Land of Mists—to the there lurks a boundless plane. It permeates crucible of virtue and the spoils of your world and fills the void between worlds. damnation. It is the border between the lands of the Welcome to Ravenloft. living and of the dead. There, mind and matter become one; thought and passion, fear and yearning can become more tangible than iron. Ravenloft Reincarnated Somewhere, lurking deep within those ethereal mists, a dark and nameless Longtime fans of the Ravenloft campaign dimension is ruled by dark and nameless setting may wonder about the point of this powers. Some say it is a prison for the document. There are no less than four (and a damned; some say it is a crucible to test the half!) editions of Dungeons and Dragons that virtuous. Others simply call it home. It is a have Ravenloft-compatible rules (plus land of mist and shadow, love and death, Pathfinder), thanks to the work of companies sacrifice and seduction, beauty and horror. It like TSR and Wizards of the Coast as well as is a land of whispered fears made manifest. passionate fans like the Fraternity of It is the Realm of Dread. Shadows. Perhaps you have sensed its touch. At the However, many fans of the setting have bidding of the Dark Powers, tendrils of the long hoped for a version of the game that ethereal Mists that bind this land reach out to used a different set of rules entirely, feeling caress the Material Plane. They stroke the that the mechanical rigor of D&D or the d20 skin at the back of your neck when a creaking System does a disservice to the Gothic feel of floorboard warns that you are not alone in the Land of Mists. the dark. Their invisible fingers crawl down In that vein, this set of rules is intended to your spine when inhuman shadows rustle at offer an alternative to that group of fans. The the edges of your vision. Savage Worlds Deluxe Edition rules offer a The Mists do more than merely caress. great many horror-oriented settings to sink The Dark Powers are drawn to innocence one’s teeth into, so it seems like a natural and villainy, to loathing and desire, to match for the dark horror/action feel of obsession, and to despair. They seek out Ravenloft. squandered dreams and inner demons. They At the same time, this document exists to savor the decay of the spirit. Their Mists offer a slightly different version of the setting. snatch up fiends at the moment of their ruin Where Ravenloft has always openly and steal upon heroes in times of doubt. acknowledged its roots in the Gothic To what end do the Dark Powers add these literature milieu, it has sometimes forgotten souls to their tarnished collection? To about its other inspirations: the Hammer torment them? To purify them? None can horror films of the 1970s, the Universal say, for few souls drawn into the Realm of monster movies of the 1930s, the cosmic 5 horror of H.P. Lovecraft and his of the period, ranging in ways from the subtle contemporaries, and many others. This work to the overt. has approached Ravenloft primarily as a Take for example the word “gypsy,” a setting for Gothic horror, but also looks to common stock character type in Gothic those other inspirations that have crept in literature and a major part of the original over time. Ravenloft setting. Nowadays, it’s commonly known that “gypsy” is a derogatory term for people of ethnic Roma descent—a racial slur What Has Come Before as unacceptable as any other. Originally envisioned as a setting for a Where possible, Ravenloft Reincarnated single adventure, the world around Castle avoids such problematic usage. It is generally Ravenloft has only grown larger and more assumed that most lands of the Dread complex over time, including a lengthy Realms are places where sexual equality is metaplot that ran through the original edition the norm, or that where sexual inequality of the setting and a somewhat more implied exists, player characters are an exception to metaplot that run through the Kargatane usual attitudes. When sexual inequality exists years. in a significant fashion, it is generally different This vast sprawl of history is one of the from the sexual inequality existing in the selling points to longtime fans of the setting, modern real word. but it can also prove an impediment to entry Racial strife is occasionally more of an issue for new fans. Ravenloft Reincarnated exists in the Land of Mists, but it is a strife between not just to serve as a new rules set for the ethnic groups that have little-to-nothing in game, but also to act as a jumping-off point common with real-world groups. Even where for new players and old fans alike. This “genre appropriate,” racial slurs are avoided. document posits a version of the setting in Furthermore, while individual NPCs may stasis, waiting for the moment that a group of have their sexual preference or gender heroes comes along to kick over the anthill identity spoken of—and sex and gender are and send changes rippling through the very much at the heart of Gothic literature!— setting. there is no assumption made about those of At the same time, nothing here invalidates the player characters. A player character in any previous version of the setting. While this Ravenloft can be of any gender or sexual book’s elves and dwarves are refugees from a orientation, and a character’s sexual identity race of shadowy fey, nothing prevents a GM and preferences are considered to be neutral looking to use the “classic” D&D versions of as far as the universe goes, so long as they’re the races from doing so. consensual. Here and there exist nods to different Citing “historical accuracy” to punish a adventures, different versions of the world’s player’s choice of his or her character’s history, and even occasionally intentional gender or sexuality should be avoided. The contradictions about the nature of that point of role-playing is to have fun. Anything history. Ravenloft is many things to many that would drive players away from the hobby people, and it is this author’s sincere hope should be discouraged, especially if in pursuit that this document can capture as many of of something as ephemeral (and usually them as possible. poorly applied) as “historical accuracy.” That being said, Ravenloft is a world of Pride and Prejudice terrible darkness. Players should be Many of the conceits of classical Gothic forewarned about the possibility of situations horror are problematic by the standards of that might make them uncomfortable. the modern day. Racism, classism, sexism, Whenever possible, players and GMs should and more are baked into the cultural oeuvre discuss such possibilities and determine what 6 is appropriate at their table ahead of time. for the crimes of their fathers. They are tales Play responsibly. of madness and obsession, evoking subtle horrors and deriving terror from foreboding rather than gore. The ghosts and ghouls of this genre are, The Gothic Milieu above all else, allegorical doppelgangers— reflections of human evil. When Come now into a world of Gothic Frankenstein rejected his monster, he adventure: where innocence battles rejected the terrible consequences of his own corruption, where love destroys and profane actions, which returned to haunt him redeems, where magic cannot overcome in the form of his forlorn creation. morality, and where divine justice comes to all. At its most basic, Gothic horror is about the contest between good and evil. In this Running a Gothic Horror Game contest, though, the armies are not equally matched: the forces of evil are vastly more Both players and GMs must put aside a lot powerful and influential than the forces of of the preconceptions associated with good, and often far greater in number. traditional fantasy roleplaying while playing Although they may be physically weaker Ravenloft, particularly any sense of an and seemingly friendless, the forces of good adversarial relationship between them. have courage, purity, the redemptive power Instead, think of the game as collaborating to of love, and the force of divine justice on jointly tell a Gothic horror tale. For that their side. More than any other genre, Gothic reason, trust and participation are vital. horror is about heroism, because the The players must trust the GM to be protagonists must struggle to do good in a scrupulously fair (to the spirit of the story, if world that doesn’t necessarily reward that not to the roll of the dice), especially if they effort. are going to be set against enemies far more Heroes in the Gothic milieu work alone or powerful than they are, and to respond to the in small numbers, against almost themes they want to explore and the insurmountable odds, without financial directions they want their characters to go in. rewards, and often without recognition— Players should feel that the GM is likely to without even a kind word to help them along. accept the player adding in extra details to a It is not a battle that can truly be won with scene (traditionally the sole province of the fists or swords, and it is a battle that may cost GM) in order to develop their characters and them everything they have in order to fight improve the story. (Of course, the key word it—but fight it they must. Sometimes, they fail there is improve the story, not derail it: the or fall into evil, but when they win, the victory GM is still within their rights to say no, but is so much sweeter, because the road is so the players should still feel they have a reason much harder to travel. for saying no that will be made apparent later, Gothic tales are infused with an not just a lack a flexibility). atmosphere of supernatural dread. They play Conversely, the GM must trust the players upon both the thrill and the fear of the to engage with the genre: they need to unknown. They are often highly symbolic, understand and accept that it is a world that even dreamlike. offers more kicks than kisses, and Ancestral curses and mournful ghosts particularly, that sometimes in horror stories, manipulate events and erode the characters’ the protagonist does stupid things. sanity. Unnatural deformities such as scars, The reason this interaction is so important strange birthmarks, or hunched backs turn is that Gothic horror thrives on detailed men into monsters, apparent punishments characters. The player characters, the 7 characters they frequently interact with, and supernatural beings or magic, although they the villains should all be complex, three live on actively in superstition. Most have dimensional characters with desires and learnt that if you don’t go into that house, or failings that aren’t necessarily consistent or in that wood, or if you keep your head down the best interest of either themselves or the when the moon is full and don’t answer the PCs. It makes the game more engaging, and door to strangers, you can live a life not it makes it easier for the GM to tailor drastically dissimilar to those in other, adventures to the PCs’ backgrounds. happier worlds. On a similar note, although the world may In contrast, the player characters actively be largely indifferent to or against the PCs seek trouble. They are people singled out by and their allies, not every attachment or fate for great or fell purposes. Their lives are friendship should be an excuse for betrayal lives of struggle and adversity, enriched with or kidnapping. There needs to be some light magic and experiences that the closed minds in the world—Good is always an active force, of the common folk can’t even dream of. even if it is subtle. Otherwise, what are the They are the heroes and antiheroes of our PCs fighting for? Why would they keep going stories. if failure was inevitable and everyone they knew and loved would either die or betray them? The Lay of the Land Nuanced characterization is part of the reason why (in the internal logic of the On the surface, the Land of the Mists world), darklords and heroes both survive. seems much like any other low-magic setting. Some villains are cruel or tyrannical and hold Spellcasters and nonhumans (or at least, power through force of arms. Others, creatures that are obviously nonhuman) are however, are seen as champions of their rare, and common folk seldom witness the people. Many certainly don’t see themselves supernatural, understanding it only through as a villain, and have positive features, such as folklore (although that folklore is frightening honor, loyalty, patriotism, humor, or love. By prevalent). Few know that the natural laws of definition, darklords are truly evil, but they their realm have been insidiously rewritten. may not always appear so, especially to a casual view. The battle between good and evil occurs on Good and Evil Although some people dismiss the concept two fronts: at a divine, objective level, where of absolute morality as an antiquated myth, the sides are absolute, and at the level of the Good and Evil are vital and fundamental world the characters inhabit, where it is much forces, locked in eternal struggle. The more murky and not always clear where darkness of the world allows the light to shine people stand. A character may be evil, but so much brighter. may also be reliable, even trustworthy, or Characters who preserve their innocence more concerned with seeking pleasure than are subtly protected from the forces of oppressing innocents. If the PCs are darkness, while those who commit evil acts interested in fighting werebeasts, a darklord find themselves physically or mentally with similar interests may even act as patron warped to reflect their corruption. People for them—until near the end of the campaign, who wholly embrace the lures of evil may at least. eventually find themselves trapped in prisons Finally, remember that player characters of their own making. Even then, even the are not average inhabitants of Ravenloft. blackest soul has the potential for They are the wild cards in the deck—the redemption, should they be willing to face major arcana in the tarot. Most people go the personal failings that led to their downfall. their entire lives without seeing any 8 While Good is undeniably more subtle in join seamlessly with other domains in a its touch than Evil, it is no less powerful in Cluster to form a continuous landscape on the long run. It demands much—patience, some sides and perhaps open to the Mists on compassion, self-sacrifice—and its rewards are others. A domain may be as small as a single often obscure, but it woven into the fabric of room or as large an empire. The borders the world. It may cost everything a hero has between domains may be recognized as to do the right thing, but Good is by no political boundaries, or may be indicated by means pointless or unachievable. It may be purely physical landmarks. A traveler may painful, difficult, and with the temptation to have no way to tell she has crossed into a new compromise your principles at every turn, den of evil. However, each domain is, but it is worth doing. Don’t surrender this mystically, a separate plane. Magic cannot world to the night. cross domain borders unless it is powerful enough to pierce planar boundaries. Every aspect of a domain, from its climate The Semblance of Reason to the creatures that call it home, is a subtle Although Ravenloft is an artificial realm, reflection of its darklord, offering painful full of supernatural horrors, it has the veneer reminders of the transgressions that forged of normalcy. Like a corpse that appears fresh the darklord’s doom. Many darklords can until some disturbance sends its hidden control the weather, consciously or corruption spilling into view, unnatural forces unconsciously, in their domains, or have in the Land of the Mists normally remain mastery over their native animals. Wresting hidden. Creatures like vampires or control in these cases is sometimes possible, werebeasts move disguised among normal but much harder than when they are humans; magic is contained within isolated controlled by lesser masters. Almost all can towers and the cloisters of universities, and “close” the borders of their domains at will. lacks the obvious flair it has in other realms. Immensely powerful supernatural forces Even nonhumans like elves and dwarves are manifest to prevent passage. No mortal magic rarer, and hide themselves away. can overcome the effects of a closed domain Scholars in the most advanced domains in border. the Land of the Mists often treat magic as a How many domains lie within the Mists, or natural study, using labels like “psychic far the Mists extend (even whether that science” or “fundamental energies.” Many question is truly meaningful or not) is maintain that the unnatural is simply the unknown. misunderstood, and with enough study, magic will be shown to be some combination of natural forces and psychosomatic The Mists influence, tangled in superstition. Of course, Thick fog blankets the borders of every those who can harness the most powerful Island and Cluster. People live out their lives forces may think otherwise, but they keep in normal-seeming domains that bob like their thoughts—and their power—to apples in a Misty sea. Pockets of mist drift themselves. across melancholy moors. Films of vapour seep between the headstones of a graveyard, concealing hidden dangers. Mist is The Domains everywhere in the Realm of Dread, and some The Land of the Mists is composed of is guided by malign intellect. scores of small pocket “nations” like the cells Every child in Ravenloft knows about the of a prison. Each of these artificially Mists. They are completely indistinguishable constructed countries, called domains, is the from normal mists, even by magic, until you prison of a singular evil entity: its darklord. A are within them. Travellers who enter the domain may stand alone as an Island, Misty Border around some domains find surrounded on all sides by Mist, or it may 9

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Chapter 4: Magic of the DreaG Realms. 53. Chapter 5: and villainy, to loathing and desire, to obsession . major arcana in the tarot. Most people go.
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