Author Topic: Native PC info thread  (Read 63673 times)

Bluebomber4evr

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Native PC info thread
« on: March 18, 2006, 08:08:27 PM »
Here is an overview of the Core, starting with the currencies. Subsequent posts list the different domains of the Core where players can hail from.

Currencies of the Core

-Barovia: wolf-fang (gp), raven-claw (sp), rat-tooth (cp)

-Blaustein: no currency, trade conducted through barter

-Borca: nightshade (gp), hemlock (sp), foxglove (cp)

-Darkon: crown (pp), skull (gp), bone (sp), chip (cp)

-Dementlieu: corona (pp), solar (gp), lunar (sp), bit (cp)

-Dominia: as an asylum, currency from around the world is accepted

-Falkovnia: falconhead (gp), falconclaw (sp), falconeye (cp)

-Forlorn: no currency

-Ghastria: no currency, trade is conducted through barter

-Hazlan: soulorb (gp), moondagger (sp), bloodpenny (cp)

-Invidia: drymark (gp), sweetpiece (sp), bitterbit (cp)

-Isle of Ravens: no currency

-Kartakass: ballad (gp), dirge (sp), canticle (cp)

-Keening: no currency

-Lamordia: glutton (gp), sable (sp), marten (cp)

-L'ile de la Tempete: no currency

-Liffe: no coinage, trade conducted through barter, though some merchants have begun to use Nova Vaasan currency

-Markovia: no currency

-Mordent: mournepiece (gp), weepstone (sp), saltpenny (cp)

-Nebligtode (Nocturnal Sea): no coinage, trade conducted through barter

-Necropolis: no currency, though Darkonian coins can still be found in abundance

-Nova Vaasa: bridle (gp), spur (sp), horseshoe (cp)

-Richemulot: scandal (gp), secret (sp), rumor (cp)

-The Shadow Rift: unknown

-Sithicus: rose (gp), crown (sp), sword (cp)

-Tepest: no currency, trade conducted through barter

-Valachan: pantherhead (gp), cateye (sp), claw (cp)

-Vechor: wildcrown (gp), wildorb (sp), wildpenny (cp)

-Verbrek: no currency, trade conducted through barter

Amber Wastes Cluster

-Har'Akir: no currency, trade conducted through barter

-Pharazia: penance (gp), reproach (sp), blessing (cp)

-Sebua: no currency

Frozen Reaches Cluster

-Sanguinia: frostmark (gp), chillpiece (sp), nip (cp)

-Vorostokov: no currency, trade conducted through barter

Shadowlands Cluster

-Avonleigh: no currency

-Nidala: blaze (gp), flare (sp), flame (cp)

-Shadowborn Manor: unknown

Verdurous Lands Cluster

-Saragoss: no currency

-Sri Raji: soma-drop (gp), lotus-flower (sp), rice-seed (cp)

-The Wildlands: no currency

Zherisia Cluster

-Paridon: pound (gp), shilling (sp), pence (cp)

-Timor: no currency

Islands of Terror

-Bluetspur: no currency

-Farelle: no currency, trade conducted through barter

-G'Henna: stoneclaw (gp), irontusk (sp), bonefang (cp)

-I'Cath: no currency

-Kalidnay: Kalidnayan currency is ceramic, as metal is extremely rare; ceramic pieces can be broken into several smaller pieces to denominate smaller amounts of currency, but a full ceramic piece is the equivalent of 1 gp. These ceramic coins are simply called "ceramic pieces"

-The Nightmare Lands: no currency

-Nosos: factory (gp), smokestack (sp), gear (cp)

-Odiare: no currency, trade conducted through barter

-Rokushima Taiyoo: chrysanthemum (gp), water lily (sp), cherry blossom (cp)

-Souragne: gravestone (gp), fingerbone (sp), toothchip (cp)

-Staunton Bluffs: no currency, trade conducted through barter
« Last Edit: October 26, 2007, 06:56:32 AM by EO »


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Native PC info thread
« Reply #1 on: January 14, 2007, 06:56:16 PM »
The Core

BAROVIA

Map by Jester of the Fraternity of Shadows

Barovian History

Barovia’s early history is murky and incomplete, yet it is without a doubt the oldest nation of the core. The fact that the world calendar is based off of the Barovian Calendar (BC) is proof of this. One of the earliest known conflicts involved an invasion by a barbaric people known as the Neureni in 230 BC. Their hordes conquered and razed much of Barovia, until the legendary General-Princess Nicoleta von Zarovich halted the Neureni’s advances and sent them back out of the passes in the Balok mountains that they had used to enter the valley.

Barovia enjoyed eight decades of peace and prosperity after the routing of the Neureni hordes, until court intrigues among the noble houses of Dilisnya, Katsky, and Petrovna sparked a bitter struggle called the War of the Silver Knives in 314 BC. This inter-family war of assassination and revenge lasted for two years before Count Barov von Zarovich intervened and ended it, placating the families with parcels of new land. Unfortunately, this conflict drastically weakened Barovia, and they were unprepared for the invasion of the Tergs some four years later in 320 BC.

Unlike the Neureni, the Tergs were not destroyers and raiders, but conquerors and settlers. In less than five years, the Tergs displaced many of Barovia’s noble families, including the von Zaroviches themselves. Their shame would not last long, however. Strahd von Zarovich, eldest son of Barov, vowed to drive the Tergs from Barovia and rebuild his parents’ nation at all costs. After twenty-seven grueling years, Strahd did just that, though his parents did not live to see the day. In their honor, he constructed Castle Ravenloft (named after his mother Ravenovia), and called to his family to settle in the castle.

In 351 BC, tragedy struck. On the day of the wedding of Strahd’s youngest brother Sergei, assassins struck and murdered all the guests, as well as Strahd and his brother. The assassins, known as the Ba’al Verzi, were under the employ of a noble from the Dilisnya family, Leo Dilisnya. Leo wished to usurp the throne of Barovia from the von Zarovich line, though his actions, according to legend, cast a curse upon Barovia that still lasts to this day. Fortunately for the von Zarovich family, Sturm von Zarovich, Strahd and Sergei’s brother, was unable to attend the wedding, and thus the von Zarovich family has lived on to this day.

The von Zaroviches have continued to rule Barovia, each one taking the name of Strahd in honor of the the man who freed their nation from the Tergs’ iron grip. Curiously, each one resembles him as well. In the centuries since the wedding massacre, Barovia has seemed dismal and stagnant, perhaps a result of the curse placed upon the land by Leo Dilisnya’s actions. Strahd’s heirs have become increasingly despotic, seizing control from the nobles until they had all but disappeared from Barovia.

In 470 BC the Vistani appeared in Barovia, and Strahd IV formed an allegiance with them that lasts to this very day. Strahd IV declared the life of the Vistani to be sacrosanct, and they were to be considered under his complete protection. It is assumed that in exchange for this the gypsies provide some sort of service to the von Zaroviches, but neither the Vistani nor the von Zarovich family will discuss the matter.

In the years directly following the tragedy of Sergei’s wedding, Barovia seemed to be surrounded by a thick, almost impenetrable white fog. In 542 BC, the wizard Azalin emerged from the mists, and formed an uneasy alliance with the von Zaroviches, though this alliance ended by 579. In 550 BC, the mists to the southwest of Barovia parted and revealed the land of Forlorn. In 585, the mists to the south parted to reveal the blasted landscape of Bluetspur. In 593, the western border revealed the nation of Gundarak, believed by many Barovians to be inhabited by the descendants of the Neureni. In 684, the mists to the northwest parted to reveal the nation of Borca, ruled by the descendants of Leo Dilisnya. To the north of Barovia, the nation of Markovia was revealed in 698 BC. To the east, Hazlan was revealed by the mists in 714. And in 715, the nation of Dorvinia appeared to the northwest, between Borca and Markovia, also ruled by Leo’s descendants. Rumors spread of other nations beyond the borders of Barovia’s neighbors, including one ruled by Azalin, far to the north.

This geographical arrangement was forever changed in 740 BC, during a powerful supernatural event called the Great Upheaval. The horrid land of Bluetspur disappeared from Barovia’s southern border, and Hazlan somehow moved from the east to take its place. The landmass that was once occupied by Hazlan was now part of the nation of Nova Vaasa, once Hazlan’s northern neighbor. The nations of Borca and Dorvinia merged into one nation, though it kept the name of Borca. The nation of Markovia disappeared from Barovia’s northern border, along with Markovia’s northern neighbor G’Henna. In their place was left a deep chasm called the Shadow Rift. No one knows exactly what lies at the bottom of the chasm’s festering black shadows, though many rumors persist of a land haunted by dark fey, where time flows differently. Finally, to the east, the nation of Gundarak lay in anarchy when its ruler, Duke Gundar, was assassinated. Strahd XI seized this opportunity by conquering much of Gundarak and annexing it into Barovia. After a brutal nine-month siege, half of Gundarak was annexed and brought under the rigid control of Barovia. The rest of Gundarak was seized by the nation of Invidia to the west.

The Gundarakites are an oppressed people. Openly resented by the Barovians, their spite has brewed over the last decade and a half into a full-blown rebellion. The rebellion’s leader, Ardonk Szerieza, believes in a vision of Gundarak that never truly was, often ignoring or revising history to fit his patriotic ideals. Ardonk moves back in forth between Barovia and Invidia, leading the rebellion in both nations.

Cultural Level: Medieval

Climate: Temperate

Terrain: Forests, Hills, Mountains

Major Settlements: Krezk, Vallaki, Village of Barovia, Immol, Teufeldorf, Zeidenburg

Population: 27,700

Races: 98% Human, 1% Half-Vistani, 1% Other

Languages: Balok, Luktar, Forfarian, Vaasi, Sithican, Thaani, Patterna

Religions: The Morninglord, Hala, Ezra, Nerull

Government: Feudal Hereditary Monarchy

Ruler: Count Strahd Von Zarovich XI

Currency: wolf-fang (gp), raven-claw (sp), rat-tooth (cp)

Resources: Wheat, corn, turnips, cabbage, potatoes, plums, sunflowers, grapes, goats, sheep, chickens, trout, pike, sausage, spirits, timber, iron, salt

Diplomacy: Limited contact with other realms due to the folk's xenophobia and the Count's tyrannical nature. Trade alliances exist between merchants in Barovia, Kartakass and Invidia. Despite the distance between their realms, it is widely believed that Strahd and Azalin Rex despise one another.

The Folk: Barovian culture is dominated by the ethnic Barovians, who have lived in the area for seven and a half centuries. Their language, Balok, is one of the most widespread tongues throughout the southern Core. The second largest ethnic group in Barovia are the Gundarakites, who became second-class citizens (at best) of Barovia when Strahd XI annexed neighboring Gundarak during the Great Upheaval in 740 BC. The Gundarakites are an oppressed people, and mainly stay in the vestiges of their former homeland in the west of Barovia. There are also smaller groups of Forfarians, the descendants of refugees from Forlorn when it was revealed to Barovia in 550 BC, and the Thaani, who fled across Barovia’s southern border from the horrid realm of Bluetspur in 585 BC. These two minor ethnic groups have maintained their ethnic identity by refusing to intermarry with ethnic Barovians. Finally, the Vistani have a large presence in Barovia, largely due to the pact they have with the von Zarovich family. The Vistani are a nomadic people, but there are always some tribes to be found within Barovia’s borders, as it is the safest place for them throughout the Core.

Barovian society is largely medieval, and the majority of its populace are poor peasants and serfs, working the farmland of the von Zarovich family under the watchful eye of the local boyars. Those few who are free are mostly small farmers, herdsmen, and fishermen. The villages and cities are a different matter, with many craftsmen and merchants to be found.

Barovians tend to marry at a fairly young age, 16 for males and 13 for females, though they do not observe the practice of arranged marriages. Their customs do not allow for divorce or remarriage for widows or widowers. Since many Barovians work on farms, their families tend to be large, and women are expected to bear as many children as they can. As a consequence, many mothers die in childbirth and the infant mortality rate is high during the first two years of life. Barovians receive no formal schooling, and few, if any are literate. Wealthy children are taught by private tutors or are sent abroad to study.

The majority of travel is done on foot, as the mountainous terrain is ill-suited to horse-riding. As a result, the folk of Barovia are quite sedentary, with many never even leaving the village they were born in. Most of the rivers are too hazardous for boat travel, though Lake Zarovich’s deep waters have been a haven for fishermen for centuries.

The Barovian people, despite their varying ethnic backgrounds, all share at least one thing in common: a dislike of strangers, almost to the point of xenophobia. Their harsh glares and lack of hospitality are due to the years of living under the stern rule of Count Strahd. Barovians care little for the ways of others and prefer to mind their own business—and usually their own business consists of day-to-day survival.

All Barovians have an almost crippling fear of the supernatural. Their daily rituals involve locking every door and window at sunset. They regard magic with equal superstition. Arcane magic, in particular, is believed to be the gift of demons, and the foolhardy spellcaster in Barovia will likely find himself facing an angry mob.

The Law: Barovia is ruled by Count Strahd von Zarovich, the most recent despot in an ancient line of feudal tyrants going back centuries. "The devil Strahd," as he is called locally, is a cruel but distant ruler, rarely taking an interest in the day-to-day (or perhaps night-to-night) business of his realm. Strahd leaves local governance to the boyars (noble landowners) and burgomasters (mayors), who are free to rule as they see fit. These petty but coveted positions of authority are traditionally hereditary, but turnover is high due to replacement by the Count--for incompetance, weakness, or sedition--or suspicious deaths. The main duty of the boyars and burgomasters is to maintain a militia, for which they collect burdensome taxes, though Strahd himself does not demand regular tribute from his people. Boyars and burgomasters also enforce the peace, appoint magistrates for civil disputes, and keep a wary eye on ambitious craft and merchant guilds.

The ongoing Gundarakite rebellion in western Barovia has lead to increasing tensions between the two ethnic groups.

Races: Humans are dominant, with large minority of half-Vistani. Calibans occur with increasing frequency. There are small populations of halflings in the western cities. Dwarves are rumored to live in the Balinoks and elves are believed to live in the Tepurich forest.

Classes: Clerics, fighters, rangers, rogues, and sorcerers are the most common. Druids and wizards are rare and feared. Bards are uncommon but welcomed. Paladins are looked upon as madmen by everyone except the faithful of the Morninglord. An occasional barbarian has wandered down out of the mountains, but monks are all but unknown among the native populace.

Recommended Skills: Influence, Hide, Lore, Perform

Recommended Feats: Blind-Fight, Dodge, Endurance, Extra Turning, Great Fortitude, Spell Focus (Abjuration, Conjuration, Divination, Necromancy), Toughness, Weapon Focus (battleaxe, longsword, mace, scimitar, shortbow, throwing axe, warhammer)

Names:

-Barovian Male Names: Alexandru, Bela, Cosmin, Dimitry, Horatiu, Ionache, Lucian, Mircea, Nicolae, Ovidiu, Petru, Radu, Sorin, Vasile, Zaharia

-Barovian Female Names: Anica, Bianca, Costela, Draguta, Florica, Izabela, Lizuca, Marilena, Nadezdha, Nicoleta, Rodika, Simona, Uta, Viorela, Ylenia

-Barovian Surnames: Amanar, Antonescu, Arcos, Balcescu, Ban, Belododia, Boboc, Bochinsky, Bogoescu, Capraru, Cardei, Cernea, Chisca, Ciobotaru, Ciorbea, Comanici, Cosmescu, Dalakis, Dimitru, Dobre, Dobrogeanu, Dragomir, Eliade, Eminescu, Florea, Iliescu, Lacusta, Leonte, Luca, Macek, Marinescu, Miklos, Milosovici, Murgu, Noica, Ovidiu, Pavlenco, Petri, Popa, Popovici, Radu, Saguna, Sima, Slabu, Stanescu, Ticmeanu, Tomescu, Tugurlan, Trandafir, Ungureanu, Ureche, Urzica, Vãrzaru, Vladu, Zeklos. Also, any male first name with "ovich" added at the end (signifying "son of").

-Gundarakite Male Names: Baltasar, Csepan, Demetrius, Elfric, Fredek, Gusztav, Istvan, Lazlo, Miklos, Paszkal, Rognvald, Stefano, Ubul, Varady, Zeteny

-Gundarakite Female Names: Antonia, Boriska, Dominika, Ethelhild, Hortenzia, Ingrid, Jusztina, Mariska, Orzebet, Piroska, Serafin, Szabina, Tzigane, Vilhelmina, Zsofika

-Gundarakite Surnames: Ajkler, Aladár, Andras, Artali, Balassa, Baltar, Cizinski, Corvinus, Csapek, Csurgo, Czako, Daroczy, Divos, Doczi, Dohnanyi, Dvorzsak, Egerszegi, Eötvös, Farkas, Födes, Foldenyi, Gabor, Gaspar, Goencz, Götz, Groditje, Gyorffy, Hlady, Horansky, Hrutka, Jaszi, Joska, Lajtha, Lerch, Liptak, Lugosi, Mandula, Mindszenty, Nagy, Nejedly, Nemeth, Noszaly, Palagyi, Petrahn, Pokolytsch, Pongratz, Rdzavolgygi, Rubik, Sandor, Sebok, Sjsiengel, Solti, Szabo, Szeman, Szokefagy, Temesvari, Tokody, Varga, Verboczy, Wajda, Zsivozky, Zsoldos

-Thaani Male Names: Arjan, Bekim, Dritan, Ermal, Fatos, Gjon, Hysni, Jusuf, Klodi, Lulzim, Mirdon, Nuhi, Qamil, Sokol, Ysni

-Thaani Female Names: Anjeza, Axhire, Blerta, Drita, Enkela, Fitore, Jorgji, Lejla, Mirsada, Nazibe, Rozafa, Shasine, Shpresa, Vona, Zhaklina

-Thaani Surnames: Ahmetaj, Ajeti, Arbnori, Bajraktari, Bajramovic, Bazhunaishvili, Boshnjaku, Bytygi, Cacaj, Chocholi, Ciftja, Dejti, Demisovski, Fazliu, Gjika, Gjokaj, Hajdaraga, Halil, Harxhi, Hasangjekaj, Idrizi, Isufaj, Janazaj, Kiuprili, Korkizoglou, Krasniqi, Lamaj, Logoreci, Luzaj, Maxharraj, Mishaxhi, Mripa, Naçi, Nooja, Oseku, Paloka, Pllana, Prenkpalaj, Prifti, Qosja, Rugova, Sapunxiu, Sejko, Shkelyim, Smajlaj, Sylaj, Thaqi, Tolr, Tzeka, Vllasi, Xhaxhka, Ymeri, Zhuzumi, Zogjani

Source: Ravenloft Gazetteer I, Ravenloft 3rd Edition Campaign Setting
« Last Edit: April 14, 2012, 03:17:07 AM by Bluebomber4evr »


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Bluebomber4evr

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Re: Native PC info thread
« Reply #2 on: January 15, 2007, 05:55:47 AM »
Blaustein

Cultural Level: Early Medieval

Climate: Temperate

Terrain: Grass, Rocks, Hills (island)

Major Settlements: Village of Blaustein

Population: 300

Races: 99% Human, 1% Other

Languages: Mordentish*, Lamordian, Darkonese

Religions: The Lawgiver

Government: Autocratic Despotism

Ruler: Lord Bluebeard

Currencies: no currency, trade conducted through barter and other domains' currencies

Resources: potatoes, turnips, sheep, cattle, dairy, herring, cod, tuna, sardines, salmon, lobsters, whales, gems.

Diplomacy: None. Visitors are unwelcome on Blaustein unless invited by its ruler. It is also rumored to be a haven for the pirates of the Sea of Sorrows.

The Folk: Blausteiners are a rough folk. Most are stocky and sturdily built. Clothing is functional and rarely gaudy, though many young women tend to wear semi-revealing clothing when the weather permits in an attempt to court their ruler, who through a series of tragedies has been a widower several times over. The people seem to be mostly of Mordentish descent, perhaps intermarrying with Lamordians. Skin tends to be fair, though tanned from lots of outdoor activities. Hair color ranges from blonde to dark brown, most of it wavy or slightly curly. Men grow beards and mustaches in emulation of their ruler. Women grow their hair long, frequently braided or in a ponytail. Jewelry is quite fashionable, and many women wear large earrings, gaudy rings, and several necklaces, to the extent that one starts to believe the rumors of Blaustein being a pirate haven.

Most of Blaustein's people would best be described as "thugs" and "ruffians" by most other folk. They are likely to brutally attack or give very cold shoulders to those foolish enough to land on their island, unless they have been invited there by Lord Bluebeard. The lord's many departed wives do not seem to deter young Blausteiner women from seeking his attraction, yet Lord Bluebeard seems to prefer foreign women. His people have attempted to procure him a wife from afar, so strong is their devotion. The people of Blaustein love Bluebeard completely and obey him without question.

The people of Blaustein are generally not religious, caring little for gods and organized religions. Despite this, a priest of the Lawgiver has recently settled on Blaustein with the blessing of Lord Bluebeard and has been attempting to convert people. Bluebeard is favorable to this religion since its dogma preaches loyalty and love to the rightful ruler, something that fits very well his current status. The people of Blaustein do not care much for the Lawgiver, even though they agree with some of the viewpoints. However, they do not care for the strict dogma associated with it and generally just pay minor respect to the religion, ignoring its tenets or restrictions.

The Law: Autocratic Despotism. Blaustein is controlled by the dread Bluebeard, a secretive tyrant who commands fervant loyalty among his subjects. Bluebeard is the ultimate judge and jury of Blaustein, granting punishment as he believes it is deserved. Displeasing Bluebeard is a capital offense. Unfortunately, it is easy to do so. Many from other parts of the Core believe that Bluebeard's many departed wives met their fate because they could not live up to his impossibly high standards. Woe be to whomever says such a thing within earshot of Blausteiners. The people of Blaustein are so fervently loyal to their ruler that any who dare speak against him meet a violent end.

A small garrison of guards, best described as thugs, patrol the Castle walls and the few streets of the village ensuring no violence or crimes are commited. These guards often take liberties when applying the law and the most usual punishment on Blaustein is hanging. Lord Bluebeard rules the Village with an iron fist and does not let any sort of crimes go unpunished. In turns, this has made Blaustein a haven for pirates and any seafarers since within Blaustein's waters and on the isle itself, no one can harm another or attempt to capture them. This has given Blaustein a reputation as a freeport and a safe haven in the dangerous Sea of Sorrows.

Classes: Fighters and rogues. Barbarians and rangers are uncommon. All other classes are unwelcome here.

Recommended Skills: Bluff, Craft Armor, Craft Trap, Craft Weapon, Discipline, Taunt, Intimidate, Parry

Recommended Feats: Alertness, Called Shot, Dodge, Expertise, Great Fortitude, Toughness, Weapon Focus (rapier)

Names:

-Blausteiner Male Names: Alphonse, André, Antoine, Bernard, Bertrand, Bruno, Claude, Donatien, Étienne, Florian, François, Frederic, Gaston, Georges, Gerard, Gilles, Guy, Henri, Hervé, Hubert, Jacques, Jean, Jean Pierre, Jean-Claude, Jean-Francois, Jean-Paul, Laurent, Louis, Luc, Lucien, Mathieu, Michel, Olivier, Pascal, Phillippe, Pierre, Raoul, Remy, Renard, René, Serge, Thibault, Thierry, Valère

-Blausteiner Female Names: Adélaïde, Adéle, Adrienne, Aimée, Amélie, Antoinette, Avril, Bernadette, Blaise, Brigitte, Camille, Celeste, Chantal, Charlotte, Clarisse, Claudette, Corinne, Danielle, Désirée, Dominique, Éloise, Emmanuelle, Evelyne, Francoise, Genevieve, Giselle, Isabelle, Jacqueline, Jeanne, Joan, Joséphine, Josette, Karine, Lucienne, Marie, Marie-Laure, Mirielle, Monique, Nathalie, Nichole, Regine, Rolande, Sabine, Solange, Sophie, Sylvie, Tatienne, Therese, Valerie, Vivienne, Yvonne, Zoé

-Blausteiner Surnames: Alard, Anciaux, Arguelles, Barbier, Baudelaire, Beauregard, Bordeaux, Bouchet, Brosseau, Camus, Carbonneau, Chaboteaux, Chevalier, Clemenceau, Clouseau, Coulette, d'Aubec, d'Espivant, Daumier, De La Brosse, De La Chaize, De Lavergne, De Leon, De Masse, De Thibault, Delaroux, Deneuve, Deschamps, Destine, Du Plat, Dupin, Durand, Favreau, Flaubert, Foucault, Garnier, Gatteux, Gauthier, Gillette, Goulet, Grignon, Jean-Aubry, Jeune, La Berche, La Rochenoire, Labourdette, Lacroix, Lambert, Laporte, Larroquette, Laurier, Lavigne, Le Jeune, Le Marquand, Le Nôtre, L'Heureux, Marceau, Martineau, Moreau, Pepin, Pichot, Poiret, Quilleboeuf, Renault, Roche, Simoneau, Soulette, Thibedeaux, Tourette, Voltaire

Source: RR1 Darklords, Tales of Ravenloft, Ravenloft 3rd Edition Campaign Setting
« Last Edit: January 18, 2010, 09:57:36 PM by EO »


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Re: Native PC info thread
« Reply #3 on: January 15, 2007, 06:02:07 AM »
Borca

Map by Jester of the Fraternity of Shadows

Cultural Level: Chivalric

Climate: Temperate

Terrain: Forest, hills and mountains

Major Settlements: Levkarest, Lechberg, Sturben, Von Ziyden

Population: 34,200

Races: 95% Humans, 4% Halflings, 1% Other

Languages: Balok, Mordentish, Falkovnian, Luktar, Halfling

Religions: Ezra, Hala

Government: Pseudofeudal despotism

Rulers: Sefeasa Ivana Boritisi and Sef Ivan Dilisnya

Currencies: nightshade (gp), hemlock (sp), foxglove (cp)

Resources: wheat, rye, corn, potatoes, apricots, sheep, cattle, chickens, beer, wine, timber, iron, copper, lead, salt, marble, leather goods, usury, culture

Diplomacy: trade and military alliance with Dementliu, Mordent, and Richemulot. Hostile towards Falkovnia and Invidia. Neutral towards Barovia and Verbrek.

The Folk: Because of the harsh volcanic environment of Borca, Borcans seem to age quickly. They are fair-skinned and dark-haired. The most common eye color is brown. Women grow their hair long, while men grow theirs to a medium length. Commoners dress in a utilitarian manner, while nobles tend to wear baroque fashions imported from Dementlieu. The oppressive taxation of Borca has given the people a sullen and depressed nature. Borcans were once a lusty, life-loving people. Now they are defeated and go about their business with a resigned fatality. A weary, pained look clings to their features, as if they were being affected by some numbing poison. Their only respite is the grace of the goddess Ezra, whose largest sect resides in the Great Cathedral of Levkarest.

The Law: Ivana Boritsi, the "Black Widow of Borca" is the current mistress of this land. She inherited the rulership when her mother Camille died an unexpected death. Ivana's only real political interest seems to be indulging herself at her subjects' expense. She is called the Black Widow from her infamous fatal romances, as her lovers have a tendency to die in her bedchambers. Though a feudal form of government, Ivana Boritsi is the only true landowner, making all Borcans vassals to her. She grants and revokes noble titles on a whim, constantly changing the makeup of the aristocracy. Her cousin, Ivan Dilisnya, maintains the law, and his notoriously corrupt enforcers are more or less legal brigands who extort the populace as often as possible. Ivan is the only noble in Borca to truly own property, a holdover from when he ruled his own nation of Dorvinia prior to the Great Upheaval. Ivan's thugs never pass up an opportunity to extort whatever meager money the Borcans have. Protection rackets are an epidemic, with payment required from anyone unfortunate enough to run into a roving band of Dilisnya enforcers. Bribery is required merely to prevent a business from being vandalized or to keep enough food to live through winter. There is virtually no criminal or civil law in Borca, save what can be bought through dirty coin.

Classes: Bards, clerics, fighters and rogues are the most common. Rangers, sorcerors, and wizards are rare. Barbarians, druids and monks virtually unknown here.

Recommended Skills: Bluff, Craft Armor, Craft Trap, Craft Weapon, Intimidate, Lore, Persuade, Taunt

Recommended Feats: Dodge, Exotic Weapon Proficiency, Weapon Focus (dagger)

Names:

-Borcan Male Names: Adelmo, Aldighieri, Adriano, Antonio, Arturo, Augusto, Bonifazio, Bruno, Carlo, Cesare, Claudio, Cheslav, Dante, Domenico, Donatello, Edik, Ezio, Fabio, Fiorenzo, Fortunato, Francisco, Fredrik, Giambruno, Giovanni, Giuseppe, Guido, Gustavo, Kiryl, Ladislao, Leo, Leonardo, Lorenz, Luigi, Marcello, Marco, Mario, Mercurio, Michelangelo, Napoleone, Nicolo, Paolo, Prospero, Raphael, Rodrigo, Romeo, Salvatore, Sergio, Stepka, Valentino, Vincenzo, Vito, Zivon

-Borcan Female Names: Adriana, Acquilina, Alma, Annabella, Antonia, Bella, Bianca, Camilla, Carlotta, Cecilia, Charlotta, Claudia, Duscha, Emerenzia, Eva, Fabiola, Federica, Francesca, Ghita, Irena, Isabella, Katarina, Lubmilla, Lucilla, Luisa, Maria, Mina, Miranda, Mirabella, Natasha, Oleska, Serafina, Urola, Vera, Violetta, Zinerva

-Borcan Surnames: Aghov, Aldobrandini, Alighieri, Amanar, Aragazzi, Baboescu, Barbieri, Bartoccini, Benakov, Bendzar, Borovsky, Botticelli, Bratiano, Calvocoressi, Capov, Carmitru, Calzaghe, Caprioglio, Castelucci, Ceauêcescu, Codreanu, Czermak, Dallapiccola, De Giovanni, De Vesci, Demko, Dobrovsky, Dodrescu, Donzelli, Eruzione, Fetsko, Fioravanti, Gabbiadini, Genovese, Georghiu-Dej, Gogean, Goradz, Guiccardini, Havel, Havlicek, Ibanescu, Ioanid, Iorga, Kafka, Kautsky, Kazaku, Korda, Korzha, Kovarikov, Lazar, Lazzarali, Malek, Mandildova, Marcovicci, Milea, Moravec, Niculaie, Novak, Palmarocchi, Pangratiu, Pavlovich, Petrov, Pizzolato, Radacanu, Rebagliati, Richterova, Romaine, Rondinelli, Scacceri, Sfondrati, Silivasi, Simenov, Studenikova, Tegliacci, Uguccione, Ullman, Valencik, Vizzoni, Vosper, Vulpes, Zelezny, Zanotti, Zrubakova

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer IV
« Last Edit: April 14, 2012, 03:18:06 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #4 on: January 15, 2007, 09:57:56 PM »
Darkon

Map by Jester of the Fraternity of Shadows

Cultural Level: Ranges from Chivalric along the Jagged Coast and the edges of the Forest of Shadows to Dark Ages in the wildes regions of the Mountains of Misery

Climate: Temperate

Terrain: forest, hill, plains, mountains, swamp

Major Settlements: Corvia, Delagia, Karg, Martira Bay, Maykle, Mayvin, Nartok, Neblus, Nevuchar Springs, Rivalis, Sidnar, Tempe Falls, Viaki

Population: 117,300

Races: 70% Humans, 14% Halflings, 6% Dwarves, 5% Elves, 3% Gnomes, 1% Half-Elves, 1% Other (errata)

Languages: Darkonese, Halfling, Gnome, Elven, Dwarven, Falkovnian, Lamordian, Mordentish, Tepestani, Vaasi

Religions: The Eternal Order, Ezra, The Overseer

Government: Feudal hereditary monarchy

Ruler: Azalin Rex

Currencies: crown (pp), skull (gp), bone (sp), chip (cp)

Resources: wheat, barley, rye, oats, hops, potatoes, carrots, cabbage, grapes, hogs, sheep, cattle, goats, chickens, dairy, herring, cod, flounder, sausage, beer, wine, timber, peat, gold, silver, copper, iron, lead, salt, gems, cloth, ceramics, perfumes, ships, arcane knowledge

Diplomacy: trade with Lamordia and Nova Vaasa. Open hostility with Falkovnia

The Folk: Darkon is a "melting pot" of sorts; there is no common physical trait among Darkonians. Dress tends to be practical in nature and in earth tones. All Darkonians fear the undead. They believe that their land once belonged to the undead until the living banished them to the Gray Realm. Darkonians believe that the undead will return to exact their revenge in an event called the Hour of Ascension. Non-human races are not treated with the fear and hatred they meet in other realms.

The Law: The wizard-king Azalin Rex rules Darkon with an iron fist in a velvet glove. His rule is harsh but he has set up a strong feudal base for his monarchy. Barons rule each major settlement and are allowed to rule as they see fit--they have their own vassals, set local laws, appoint magistrates, and control trade. Azalin's presence is felt amongst the populace through his secret police, the Kargat. This secretive organization is feared by all Darkonians and answer only to Azalin.

Classes: bards, clerics, fighters, rogues, and wizards are the most common. All classes can be found here, though.

Recommended Skills: Bluff, Craft Armor, Craft Trap, Craft Weapon, Lore, Perform

Recommended Feats: Blind-Fight, Exotic Weapon Proficiency

Names:

-Darkonian Male Names: Ardmor, Boyce, Estran, Gilos, Jakome, Ragnol, Tullus, Varian, Wat, Xanthus

-Darkonian Female Names: Aldea, Catalin, Francesca, Gisele, Imogen, Marguerite, Ondyne, Serilda, Virdisia, Zezilia

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer II
« Last Edit: October 05, 2015, 09:46:03 AM by emptyanima »


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Re: Native PC info thread
« Reply #5 on: January 15, 2007, 10:09:48 PM »
Dementlieu

Map by Jester of the Fraternity of Shadows

Cultural Level: Renaissance

Climate: Temperate

Terrain: Forests and Plains

Major Settlements: Chateaufaux, Port-a-Lucine

Population: 13,600

Races: 94% Humans, 3% Halflings, 3% Other (errata)

Languages: Mordentish, Lamordian, Falkovnian, Halfling

Religions: Ezra

Government: Aristocratic republic

Ruler: Lady-Governor Hélène DuSuis

Currencies: corona (pp), solar (gp), lunar (sp), bit (cp)

Resources: Potatoes, wheat, barley, apples, grapes, cattle, dairy, herring, sardines, wine, timber, cloth, weapons, books, ships, culture, scientific knowledge.

Diplomacy: Political, military, and mercantile alliance with Borca, Mordent, and Richemulot. Hostile towards Falkovnia. Neutral towards Lamordia.

The Folk: The average Dementlieuse person has a slim build, strong features, and high cheek bones. The range of skin tones is from very pale to olive-tan, and the range of eye colors is from pale blue to green to dark brown. Hair color varies from dark blond to light brown, though auburn does crop up in every few individuals. Men usually have beards and mustaches that are trimmed and styled. Women never have short hair, instead either pinning up their locks meticulously (nobles) or braiding it (poorer folk). Clothing is especially important in Dementlieuse culture, particularly to the nobility. Most commoner men wear dark woolen trousers and light cotton shirts, and wear cloth caps on their heads, regardless of whether they indoors or outdoors. Men of nobility wear breeches and silk shirts with tailed coats, as well as tall black hats. Wigs are considered proper for men in public life. Both commoner and noble women wear long, dark dresses with high-button boots and always wear hat when outside. Lower class women wear simple bonnets, while noble women have large, elaborate hats. Typical clothing colors are black, white, and shades of gray, though nobles often try to outdo each other in opulent and exotic colors for special occasions

The Dementlieuse, perhaps moreso than any other culture of the Core, believe themselves to be a highly civilized people. They appreciate beauty and learning in all its forms, and their society is structured according to rigid etiquette. Adherence to decorum is vital, and those who overstep the delicate balance between deference and bravado find themselves scorned. The Dementlieuse believe their advanced society has earned them a place of respect among the civilized nations of the world, and they often say so quite openly. Not all outsiders are as grateful for Dementlieu's contributions as the Dementlieuse believe them to be, and many people of other nations consider the Dementlieuse to be shiftless fops who produce nothing of value. Arcane magic is an accepted facet of life in Dementlieu, though it is viewed as a quaint distraction to be used primarily for entertainment. The majority of wizards in Dementlieu are enchanters or illusionists who take to the stage.

The Law: The Lady-Governor, Hélène DuSuis, is advised by a five-member Council of Brillaince in the capital city of Port-a-Lucine. Dementlieu's aristocrated society is extremely complex, and even though feudalism was dissolved long ago, true power is still held by the wealthy nobility. Dementlieu's nobles elect the lord-governor for life, but it is possible for them to depose her and elect a new lord-governor if they are dissatisfied with the current one. While the lord-governor is free to select her own advisors for the Council of Brilliance, the nobility often firmly suggests proper candidates for the position.

The lord-governor's duties include writing and enforcing laws, promoting the arts, administrating the realm's public institutions, appointing criminal judges and civil magistrates, and personally adjudicating important trials. Each settlement has a militia organized by the lord-governor through voluntary conscription, and many nobles have their own personal retinues of guards. Port-a-Lucine also has the added protection of Alanik Ray, a world-famous master detective who often lends his skills to the city's watch.

Dementlieu's aristocracy has a tradition of providing for the needy through an extensive network of food distribution and housing and a literacy program for even the poorest of children. Despite all of this, however, Dementlieu's lower classes are still mired in desperate poverty and crime, and the nobles believe that their benevolence allows them to exploit the poor as they see fit.

Classes: Bards, clerics, fighter, rogues, and wizards are the most common. Bards, with their deference for the arts, are the most respected of all of these classes in Dementlieu. Fighters are usually trained by the local militias or in the personal retinues of the nobility. Clerics are typically priests of Ezra. Wizards are generally either enchanters or illusionists, but are looked down upon. Rogues are common amongst the poorer folk. Sorcerors are rare and are looked upon with suspicion--while learning magic from a text is acceptable (if quaint and improper), traipsing about flashing uncontrolled arcane might is considered unacceptable in Dementlieuse society. Other classes are either rare or unknown here.

Recommended Skills: Appraise, Bluff, Craft Armor, Craft Weapon, Craft Trap, Lore, Perform, Persuade, Pick Pocket, Spellcraft

Recommended Feats: Exotic Weapon Proficiency, Iron Will, Soothing Presence, Weapon Finesse, Willbreaker

Names:

-Dementlieuse Male Names: Alphonse, André, Antoine, Bernard, Bertrand, Bruno, Claude, Donatien, Étienne, Florian, François, Frederic, Gaston, Georges, Gerard, Gilles, Guy, Henri, Hervé, Hubert, Jacques, Jean, Jean Pierre, Jean-Claude, Jean-Francois, Jean-Paul, Laurent, Louis, Luc, Lucien, Mathieu, Michel, Olivier, Pascal, Phillippe, Pierre, Raoul, Remy, Renard, René, Serge, Thibault, Thierry, Valère

-Dementlieuse Female Names: Adélaïde, Adéle, Adrienne, Aimée, Amélie, Antoinette, Avril, Bernadette, Blaise, Brigitte, Camille, Celeste, Chantal, Charlotte, Clarisse, Claudette, Corinne, Danielle, Désirée, Dominique, Éloise, Emmanuelle, Evelyne, Francoise, Genevieve, Giselle, Isabelle, Jacqueline, Jeanne, Joan, Joséphine, Josette, Karine, Lucienne, Marie, Marie-Laure, Mirielle, Monique, Nathalie, Nichole, Regine, Rolande, Sabine, Solange, Sophie, Sylvie, Tatienne, Therese, Valerie, Vivienne, Yvonne, Zoé

-Dementlieuse Surnames: Alard, Anciaux, Arguelles, Barbier, Baudelaire, Beauregard, Bordeaux, Bouchet, Brosseau, Camus, Carbonneau, Chaboteaux, Chevalier, Clemenceau, Clouseau, Coulette, d'Aubec, d'Espivant, Daumier, De La Brosse, De La Chaize, De Lavergne, De Leon, De Masse, De Thibault, Delaroux, Deneuve, Deschamps, Destine, Du Plat, Dupin, Durand, Favreau, Flaubert, Foucault, Garnier, Gatteux, Gauthier, Gillette, Goulet, Grignon, Jean-Aubry, Jeune, La Berche, La Rochenoire, Labourdette, Lacroix, Lambert, Laporte, Larroquette, Laurier, Lavigne, Le Jeune, Le Marquand, Le Nôtre, L'Heureux, Marceau, Martineau, Moreau, Pepin, Pichot, Poiret, Quilleboeuf, Renault, Roche, Simoneau, Soulette, Thibedeaux, Tourette, Voltaire

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer III.
« Last Edit: February 18, 2017, 01:06:05 PM by EO »


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Re: Native PC info thread
« Reply #6 on: January 20, 2007, 10:07:32 PM »
Dominia

Cultural Level: Chivalric

Climate: Temperate

Terrain: Forest and hills

Major Settlements: Heinfroth's Asylum

Population: 300

Races: 99% Humans, 1% Other

Languages: Darkonese, Vaasi, Lamordian, Mordentish

Religions: Any

Government: No formal government.

Ruler:Dr. Daclaud Heinfroth is the chief physician and owner of the asylum.

Resources: None.

The Folk: Heinfroth's asylum is staffed by orderlies, doctors, and groundskeepers. The rest of the population is made up of the mentally ill from around the Core. Heinfroth's asylum is a world-renowned institution for treating those plagued with madness.

The Law: Aside from Heinfroth, there are three other individuals referred to as "doctor" by the orderlies. One of these is Dr. Piotr Rehner. The other two serve as Rehner's assisstants and are called Dr. Black and Dr. White. The orderlies obey these other doctors, but there is no question that Heinfroth is the ultimate authority.

Classes: Any, though most who have been admitted into Heinfroth's asylum are hopelessly mad. No PC may be a native of Dominia for this reason.

Recommended Skills: None.

Recommended Feats: None.

Names: Any name can be used for NPCs from this tiny island asylum; people from all over the world come here to be treated for their madness.

Source: Bleak House, Ravenloft 3rd Edition Campaign Setting
« Last Edit: May 04, 2007, 03:52:14 PM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #7 on: January 20, 2007, 10:16:41 PM »
Falkovnia

Map by Jester of the Fraternity of Shadows

Cultural Level: Medieval

Climate: Temperate

Terrain: Forests and Plains

Major Settlements: Aerie, Lekar, Morfenzi, Silbervas, Stangengrad

Population: 64,300

Races: 93% Humans, 2% Halflings, 2% Half-Elves, 1% Gnomes, 1% Elves, 1% Other

Languages: Falkovnian, Darkonese, Balok, Lamordian, Mordentish, Halfling, Elven, Gnome, Dwarven

Religions: Hala, Ezra

Government: Military despotism

Ruler: Kingfuhrer Vlad Drakov

Currency: falconhead (gp), falconclaw (sp), falconeye (cp)

Resources: Wheat, oats, barley, hops, rye, potatoes, cattle, hogs, dairy, falcons, beer, dye, timber, salt, weapons

Diplomacy: As one of the "breadbaskets" of the Core, Falkovnia maintains active trade with virtually every other nation. Despite this, Vlad Drakov is considered an enemy of every single nation bordering Falkovnia, save Lamordia. The mercenary-king has tried his hand at invading all of his neighbors in the past, with no success. Nearly every campaign has met with disaster--sometimes spectacularly so--which only enrages Drakov further. Darkon in particular is a thorn in Drakov's side, as he has tried to invade that nation on five separate occaisons, and each one has failed worse than the prior attempt. The nations of Mordent, Borca, Richemulot, and Dementlieu have formed a politcal and military alliance in the form of a mutual defense pact against Falkovnia, called the Treaty of Four Towers. The only nations that treat favorably with Falkovnia are the aforementioned Lamordia and distant Invidia, where Drakov has offered that nation's ruler support in the form of troops.

The Folk: Falkovnians are fair-skinned and fair-haired, though their eyes tend to run from hazel to brown. They are visibly overworked and underfed. Men wear their hair in crew cuts and women grow their hair long and unkempt. They dress in deliberately drab clothing; to stand out is to draw the attention of the realm's soldiers, which can mean death or worse. Typical colors for clothing are earthen tones such as brown or tan. Men tend to wear tunics and breeches while women tend to wear blouses and long skirts. Those who are not soldiers are often filthy, covered in dung, mud, lice, and fleas. All Falkovnians are branded on their foreheads at birth with Drakov's seal, a hawk's head. This clearly identifies Falkovnians in other lands and reminds every citizen of his true status: property.

Falkovnians have perhaps the most horrid of lives in all the Core. Brutally oppressed, overtaxed and overburdened, they have little to look forward to but death. The unending horrors of Drakov's regime have destroyed any sense of beauty or hope the people may have had in their hearts. Many people develop personalities that mimic their brutal oppressors, though by far most Falkovnians are simply passive and slightly paranoid. They are jaded and desensitized towards violence and gore.

No matter how bad the humans of Falkovnia have it, it is much, much worse for any nonhumans who happen to find themselves in Vlad Drakov's realm. Any nonhumans who pass through Falkovnia are slapped in irons and are considered state property, to be treated as chattel slaves. Intermarriage between humans and nonhumans is forbidden in Falkovnian culture, though Drakov has tried to promote it as an attempt to "breed out the taint of nonhuman blood." So far his program has met with little enthusiasm.

The Law: Vlad Drakov, the mercenary-king, rules his nation with an iron fist. He is infamous not only for his constant attempts to invade his neighbors, but also for his cruelty towards his subjects. Drakov seems to simply oppress his people because he can. It is well known that he is a brutal sadist; it is said that he demands an execution by impalement every night to accompany his evening meal.

Falkovnia is nothing more than a military state. There is no civilian government or police force, nor even any form of aristocracy; soldiers are the highest social class. Drakov's soldiers oversee every aspect of daily life in Falkovnia. Military tribunals conduct all trials, and justice is swift and harsh. Punishments are always a shocking display of torture and execution, and criminals are often left hanging on the city walls to rot.

Anyone of any station in Falkovnia has a military commission of some sort, even a bureaucrat. Falkovnians fear Drakov's elite soldiers, the Talons, more than any of the other soldiers. These shock troops have fanaticacl loyalty towards Drakov and are said to have a sadistic streak that matches that of their cruel master.

Classes: Fighters, rangers, and rogues are the most common classes. Fighters are often soldiers, mercenaries, or retired veterans. Rangers are common in the rural areas of Falkovnia, while rogues hail from the squalid cities where stealth and quick fingers are necessary to survive. Clerics are free to follow their gods in Falkovnia, so long as they do not incite the populace to disobey Drakov or his regime. Wizards and Sorcerors are brought before Drakov and are forced to take oaths of loyalty to the kingfuhrer. Other classes are not known here.

Recommended Skills: Bluff, Craft Armor, Craft Trap, Craft Weapon, Hide, Intimidate, Move Silently

Recommended Feats: Great Fortitude, Improved Critical, Toughness, Weapon Focus (bastard sword)

Names:

-Falkovnian Male Names: Alber, Artur, Felix, Franz, Hans, Helmut, Igor, Ivan, Karl, Leopold, Otto, Vladimir, Viktor, Wulfgang

-Falkovnian Female Names: Anya, Berta, Emma, Greta, Inga, Ingrid, Klara, Marie, Olga, Rebek, Sylvi, Tasha, Vika

-Falkovnian Surnames: Ahlmann, Angerhausen, Apenzeller, Aschenbach, Auerbach, Bachman, Bauer, Baumgaertel, Bloch, Bohlen, Bohringer, Braun, Brockhaus, Dautzenberg, Denhardt, Deutscher, Diesel, Dietz, Dittrich, Eichendorf, Ernst, Faulhaber, Faustmann, Fehrenbacher, Frankenheimer, Frauenfelder, Friedlander, Gettelfinger, Glauber, Goebel, Goettinger, Groezinger, Haessler, Hahn, Hammerich, Hauser, Herzog, Hess, Hoffmann, Huntziger, Joachimsthaler, Kaempfer, Kaiser, Kierkegaard, Kirchenbacher, Kleinschmidt, Koehler, Lambrecht, Leitenberger, Manstein, Matzenkopf, Moellendorf, Nachbauer, Niederstatter, Oberman, Pfeiffer, Reinhardt, Richter, Schaeffer, Schenk, Schmidt, Schroder, Schultz, Steinbauer, Strauss, Tellenbach, Unger, Van Volkman, Von Ettingshausen, Von Friedenreich, Von Zitzewitz, Wagner, Weiss, Werner, Wolfert, Wollheim, Zahn, Zimmermann, Zoeller, Zurbrugg

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer II
« Last Edit: April 14, 2012, 03:20:12 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #8 on: January 20, 2007, 10:29:10 PM »
Forlorn

Map by Jester of the Fraternity of Shadows

Cultural Level: Iron Age. The ruins in Forlorn reflect a Medieval culture.

Climate: Temperate

Terrain: Forests, hills, plains

Major Settlements: None

Population: 2,025

Races: 94% Goblyns, 6% Humans

Languages: Forfarian

Religions: Forfarian druidism (the Celtic pantheon)

Government: Anarchy

Ruler: None

Currency: none

Resources (not exploited): timber, iron, clay, salt.

Diplomacy: None. Forlorn has no formal government to conduct relations. Likewise, the monstrous goblyns that inhabit Forlorn's bleak landscape have no interest in trade or barter. The few beleagured humans who dwell here are in constant fear of being discovered by the goblyns and have no time for mercantile relationships, though they readily accept aid from any who offer to fight the goblyns.

The Folk: The primary inhabitants of this bleak no-man's land are the monstrous goblyns (not to be confused with goblins). These horrid, grotesque humanoids love little else but slaughter and mayhem, and the only goals they seem to pursue are the systematic destruction of Forlorn's remaining forests and the routing of the last remnants of the druidic humans. Forfarians in Hazlan and Barovia, as well as the druids of Forlorn assert that the goblyns of Forlorn were once humans who were transformed into hideous mockeries along with the land itself during a period they refer to as the "Year of Woe." It comes as little surprise that this Year of Woe ends at the exact moment the Mists at Barovia's borders revealed Forlorn in 547 BC. Forfarians say this transformation was caused by the "Solleyder," their all-purpose bogeyman whom they say is the cause of all of Forlorn's problems. The goblyns are completely obedient to this "Solleyder," whom the druids of Forlorn insist is the spirit that haunts Castle Tristenoira. The goblyns are as ruthless and cunning as they are stupid and violent. They are also fearless, and often hurl themselves into situations that would make any sane being quake with fear. They speak a degenerate form of the Forfarian language, which ethnic Forfarians can understand with effort, though the goblyns have little of interest to say aside from promises of death and torture and the wrath of their mysterious master.

The humans of Forlorn are a weary and beleaguered folk, yet they are hearty and well-built. They have a very fair complexion, often with freckles and are easily sunburned. They nearly all have red hair, which they always grow out and is often times unkempt. Men often grow thick beards and muttonchop sideburns. Their clothing is known for its bold plaids and earthy greens and browns. The colors and patterns of stripes on their clothing are called "tartans," and are emblematic of their various clans. The primary clothes for men consist of a loose shirt and a kilt (a plaid, skirt-like garment). Women's clothing is basically the same, though their skirts are longer than the mens' kilts. Additional garments include sheepskin vests, tartan shawls or cloaks, and sashes in greens, browns, or tartans. Jewelry is either polished iron or silver in nature motifs such as vines and oak leaves. The Forfarians are a humble people, pursuing agriculture or simple crafts as a means to live. Forfarian herbalists and healers are renowned as some of the best in all the Land of Mists. Religion is centered around the druids, and clerics are rare, so many druids overlap their duty to nature with the duties of a priesthood to the Forfarian gods. One of the most important elements of Forfarian culture is the passing down of their complex oral history. This task is usually assinged to a clan's elder female, called a "tanist," who is often the de facto leader of her settlement. Important holy days are on the vernal and autumnal equinoxes and the summer and winter solstices.

The Law: No formal government exists within Forlorn. The monstrous goblyns have a loose clan system, no doubt a holdover from when they were human, but all goblyn clans swear allegience to the Solleyder, the mysterious master of Castle Tristenoira. This "Solleyder" only seems to have two goals for its servants: raze the forests and hunt down the humans. The hidden human settlements are ruled by the druids, who often take the advice of the tanists of each clan.

Classes: Bards, druids, fighters, rangers, and rogues are the most common, with bards and druids being the most honored and prestigious classes. Barbarians are uncommon, but are given more respect amongst Forfarians than from other people. Clerics are rare but not unheard of; many clerics follow the Celtic pantheon, though Forfarian clerics in Barovia often become followers of the Morninglord. Sorcerors are red-headed, as red hair and magical talent seem to be related somehow among the Forfarian people. Forfarians are almost never paladins, wizards, or monks.

Recommended Skills: Bluff, Craft Armor, Craft Trap, Craft Weapon, Lore, Perform

Recommended Feats: Alertness, Dodge, Great Fortitude, Toughness, Weapon Focus (battleaxe, dagger, halberd, handaxe, longsword, spear, throwing axe).

Names:

-Forfarian Male Names: Bran, Brian, Caral, Conan, Donnach, Fionn, Garbhan, Kenneth, Kyle, Lachlan, Malcolm, Nioll, Ross, Sionn, Taran, Wallace

-Forfarian Female Names: Agatha, Arline, Bonnie, Colina, Dona, Edana, Fenella, Fiona, Greer, Heather, Ina, Kenna, Morna, Nessa, Rhona, Una

-Forfarian Surnames: Angus, Armstrong, Bisset, Brodie, Buchanon, Comyn, Dunbar, Leith, MacArthur, MacBride, MacDonald, MacDougall, MacDuff, MacEwan, MacFarlane, MacGillivray, MacGregor, MacIntyre, MacLachlan, MacLean, MacLeod, MacNeil, MacQuarrie, MacRae, Muir, Munro, Ogilvie, Ross, Scott, Sinclair, Urquhart, Wallace

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer I
« Last Edit: April 27, 2012, 09:50:39 PM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #9 on: January 20, 2007, 10:36:48 PM »
Ghastria

Cultural Level: Chivalric

Climate: Temperate

Terrain: Forests, Plains (island)

Major Settlements: East Riding

Population: 600

Races: 99% Humans, 1% Other

Languages: Mordentish, Lamordian, Darkonese

Religions: Ezra, Hala (no standing temple)

Government: Feudal Aristocracy

Ruler: The Marquis Stezen d'Polarno

Currency: no currency, trade is conducted through barter

Resources: potatoes, wheat, grain, vodka, turnips, sheep, cattle, dairy, herring, lobsters, whales, wine, cider

Diplomacy: No political alliances, though the natives share an ancestry with Mordent and have amicable relations with that nation.

The Folk: The Ghastrians, like the Mordentish people, are fair-skinned. Common eye colors are blue, green, or gray. The most common hair colors are blond and brown, though many other hair colors are known among the Ghastrian folk. Men either grow their hair long or cut it short. Those who grow it long tend to keep it in a ponytail or braid. Women grow their hair very long. Ghastrian clothing is made of wool and kept very clean. Most men wear simple shirts and breeches of homespun with high socks, though nobles wear lacy shirts with a waistcoat over them. Women wear long dresses that flare at the bottom but fit tightly above the waist. Clothing colors are usually black, gray, or various earthtones from rust to green. Jewelry is considered gaudy even amongst the nobles.

Most Ghastrians are simple farmers, and warmly welcome contact with those from other lands. It is not often that they get visitors to their tiny island nation, and even Ghastria's ruler takes interest when foreigners come to his realm. One reason outsiders are so welcome here is hope for trade in their foodstuffs. For some unexplained reason, any food grown in Ghastria is lifeless and bland to taste. It is only during certain times of each season that native-grown foods have any flavor at all. This rare produce, as well as foodstuffs from the Core, fetch impressive prices here, but most of it is taken as tax-payments by the Marquis. However bland their food is, it still provides the necessary nutrients to survive. Isolation from the Core has taught Ghastrians self-reliance and they have also began to hone their maritime skills.

The Law: Ghastria is ruled by the Marquis Stezen D'Polarno, an aristocrat who throws annual galas for nobles who make the journey to his island. Stezen rules his land apathetically so long as the crops are harvested and he has enough to eat and drink. Unless crimes involve strangers--who interest him for some reason--he lets the local law deal with the problem. "Local law," in this instance, means mobs with lots of rope.

Classes: Fighters and rogues. Clerics are secretive and meet in temples away from East Riding, ever since the Marquis burnt down the only church in town, claiming the priests were stealing from his coffers. Sorcerers are infrequently born amongst the populace, but wizards are unheard of. All other classes are unknown here.

Recommended Skills: Craft Armor, Craft Trap, Craft Weapon, Parry

Recommended Feats: Dodge, Expertise, Weapon Focus (rapier)

Names:

-Ghastrian Male Names: Alfred, Allan, Allistair, Andrew, Arthur, Beldwyn, Benjamin, Brian, Charles, Christopher, Cyrus, Daniel, Douglas, Edward, Elias, Elijah, Francis, George, Giles, Halrick, Henry, Hugh, Ian, Irving, Isaac, James, Jeremiah, Jonathan, Joseph, Lawrence, Martin, Matthew, Nathaniel, Neville, Nicholas, Oliver, Owen, Pardag, Peter, Porgam, Richard, Robert, Samuel, Silas, Simon, Stephen, Thaddeus, Theodore, Thomas, William

-Ghastrian Female Names: Abigail, Alice, Alyson, Anne, Annabeth, Beth, Bridget, Candace, Charity, Chastitiy, Constance, Deborah, Dorothy, Elizabeth, Emily, Esther, Faith, Gennifer, Grace, Hannah, Helen, Hope, Irdala, Jane, Judith, Julianne, Katharine, Lacey, Laurie, Lillian, Lucile, Lydia, Margaret, Martha, Mary, Mercy, Meredith, Nell, Patience, Prudence, Rebecca, Ruth, Sarah, Susanna, Tabitha, Virginia

-Ghastrian Surnames: Abbot, Archer, Bennett, Brumfield, Capper, Carpenter, Chandler, Collier, Dodds, Dole, Emry, Fisher, Fletcher, Garrett, Golding, Laxon, Laydon, Lewis, Mutton, Powell, Post, Reade, Sexton, Smith, Sullivan, Sykes, Thatcher, Towtales, Unger, Ward, Weaver

Source: RR1 Darklords, Ravenloft 3rd Edition Campaign Setting, Dance of the Dead (RPGA Adventure), Return of Stezen D'Polarno (RPGA Adventure)
« Last Edit: November 03, 2015, 01:55:55 PM by EO »


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Re: Native PC info thread
« Reply #10 on: January 20, 2007, 10:43:44 PM »
Hazlan

Map by Jester of the Fraternity of Shadows

Cultural Level: Medieval

Climate: Temperate

Terrain: hills, mountains, plains

Major Settlements: Ramulai, Sly-Var, Toyalis

Population: 26,100

Races: 92% Human, 4% Halflings, 3% Gnomes, 1% Other

Languages: Vaasi, Halfling, Gnome, Balok

Religions: Bane, Hala

Government: Feudal ethnocratic despotism

Ruler: Hazlik, the Red Wizard

Currency: soulorb (gp), moondagger (sp), bloodpenny (cp)

Resources: wheat, barley, corn, cotton, olives, grapes, hazelnuts, opium, tea, goats, sheep, cattle, honey, copper, lead, iron, leather goods, cloth, arcane knowledge

Diplomacy: Limited trade with Nova Vaasa and the Barovian village of Immol. Hazlanis have little interest in the rest of the world

The Folk: Two distinct ethnic groups comprise the human population of Hazlan: the Mulan and the Rashemi. The Rashemi are the lower class, yet make up 90% of the population. The Rashemi are short, broad-shouldered and muscular. Their skin tends to be tan, their eyes brown, and hair either brown or black. Rashemi men keep their hair wild and wear bushy beards while Rashemi women grow their hair long and work it into elaborate braids. Both Rashemi men and women dress in simple baggy clothing in earth tones. The Mulan, the upper-class of Hazlan, only make up 10% of the population. The Mulan are tall and slim with angular facial features. The Mulan have pale skin and gray eyes. Mulan hair tends to be blond, but both genders ritually shave their heads. Mulan men and women cover their skin with elaborate tattoos, with distinct designs for each gender. Both Mulan men and women wear cloth wrappings instead of trousers. Women wear vests while men go bare-chested. Both genders wrap themselves in red robes.

The most distinctive trait amongst all Hazlani is their deep pride.  They are deeply religious and devout worshippers of Bane, making them rather cruel and somewhat fatalistic. The Rashemi are practical and gruff while the Mulan are arrogant and paranoid. Both ethnic groups are distrustful and suspicious, and the Mulan are especially obsessed with maintaining their control of Hazlani society. Hazlani people have a tendency to view all outsiders as rivals at best or enemies at worst.

The Law: Hazlik, the Red Wizard, rules Hazlan with sheer arcane might and utter ruthlessness. He is Mulan, and his word is law. Hazlik established a a council of Mulan governors to oversee the major settlements of his realm, with each governor personally responsible for enforcing Hazlik's edicts. Though there is an appearance of law in Hazlan, it is little more than a byzantine system of boons and favors amongst the Mulan. The Rashemi are not allowed to participate in the governing process. Prior to the Great Upheaval, magic was outlawed in Hazlan; no-one but Hazlik was allowed to practice arcane magic. Something about the events of the Great Upheaval changed his mind however, and now an academy of wizardry has been opened in Ramulai.

Classes: Clerics, fighters, rogues, sorcerors and wizards are the most common. Only clerics of Bane may worship openly in Hazlan. Monks are rare. Other classes are unknown amongst the natives here.

Recommended Skills: Bluff, Concentration, Craft Armor, Persuade, Taunt, Intimidate, Lore, Spellcraft

Recommended Feats: Combat Casting, Iron Will, Skill Focus (Spellcraft), Spell Focus (Conjuration, Divination, Evocation, Transmutation), Toughness, Weapon Focus (dagger, quarterstaff, scimitar, whip)

Names:

-Mulan Male Names: Aoth, Balser, Bareris, Enevold, Ehput-Ki, Hassan, Kethoth, Kyrill, Marcus, Momme, Mumed, Ossur, Preben, Ramas, So-Kehur, Taico, Thazar-De, Urhur, Zoltan

-Mulan Female Names: Alvina, Arizima, Cattia, Chathi, Elida, Helma, Kaisa, Leila, Malvina, Murithi, Nephis, Neya, Nulara, Sefris, Thola, Trine, Umara, Zilla, Zolis

-Mulan Surnames: Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt

-Rashemi Male Names: Alpagu, Borivik, Cengis, Doukan, Faurgar, Haydar, Jandar, Kanithar, Kubilay, Madislak, Mengu, Nisami, Ozalan, Ragap, Ralmevik, Shaumar, Toktamop, Vladisak

-Rashemi Female Names: Adelet, Cemiyet, Cemre, Bengi, Feyza, Fyevarra, Gunay, Hulmarra, Immith, Imzel, Julide, Navarra, Roxelana, Shevarra, Sobehat, Tammith, Yuldra, Zumrut

-Rashemi Surnames: Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer I, Forgotten Realms 3rd Edtion Campaign Setting
« Last Edit: October 31, 2012, 10:34:23 PM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #11 on: January 20, 2007, 10:50:10 PM »
Invidia

Map by Jester of the Fraternity of Shadows

Cultural Level: Chivalric

Climate: Temperate

Terrain: Forests and Hills

Major Settlements: Beltis, Curriculo, Karina, Valetta, Tancos

Population: 6,900

Races: 99% Human, 1% Other

Languages: Balok, Mordentish, Falkovnian, Luktar, Vaasi

Religions: Ezra, Hala

Government: Formerly independant villages shifting to despotism

Ruler: Malocchio Aderre

Resources: Barley, rye, hops, wheat, oats, potatoes, cabbage, grapes, hogs, wine, beer, sulfur, salt

Currency: drymark (gp), sweetpiece (sp), bitterbit (cp)

Diplomacy: Hostile towards Barovia, Borca, and Sithicus. Neutral towards Kartakass. Military alliance with Falkovnia

The Folk: Invidia, unlike many of its neigbors, lacks its own distinct ethinic group. Most Invidians are of mixed blood, with Barovian and Kartakan blood running strongest. As such, few generalizations can be made about their physical appearance. They can range from swarthy and stocky to fair and lean, but they do tend to have the best features of their ancestors. Invidian clothing is simple but aesthetically pleasing. Men wear tunics, breeches, and high boots. Women wear loose-fitting shirts and layered skirts. Sparkling jewelry is commonplace for both genders, particularly earrings or rings.

Invidians are infamous for their passionate personalities; it is not, however, a compliment to say that someone has an "Invidian heart." Invidians are hot-tempered and tempestuous, and frequently allow their passions to get the better of them. Marital infedility is common, as are the grudges and spilt blood that often follow. Bitterness is nursed for years over small (or even imagined) slights, and it is not unknown for violence to erupt within families when tempers flare.

Stereotypes aside, the Invidians are a hard-working, solid people who nonetheless like to enjoy the fruits of their labors and have little use for the lazy. Invidia has a loose, poorly-defined class system. The rich still look down upon the poor, but the nobility seems to be weak and ineffectual. Thus the middle class, made up mostly of merchants, is exceptionally strong in Invidia. Most Invidians hold a deep loathing for the Vistani.

The Law: The vicious tyrant Malocchio Aderre has ruthlessly been increasing his hold on Invidia for nearly a decade. Prior to his ascent to power, Invidia had experienced a period of isolation and weak self-governance at the local level. This state of affairs had persisted since Malocchio's mother Gabrielle Aderre assassinated Invidia's previous despot, Bakholis. Though Bakholis was a cruel tyrant, he seemed more interested in protecting his hunting rights than in governing. Although Malocchio is perhaps more brutal than his predecessor, he has taken a much more aggressive approach to ruling Invidia. He encourages trade between the villages and generally pursues a more unified vision for his realm. Since Invidia cannot raise much of an army, Malocchio has hired mercenaries from across the Core to serve his expansionist agenda. Falkovnia's ruler, Vlad Drakov, has lent Malocchio his own troops, though his motives for such an uncharacteristic show of good faith are unknown.

Malocchio is obssessed with destroying the Vistani. The gypsies are, to say the least, not welcome in his realm; all Invidian mercenaries have standing orders to kill Vistani on sight. Besides this duty, the soldiers collect taxes, protect civilian merchants, and generally enforce order in Invidia. Invidians are fearful of these soldiers but have learned to follow their orders without question and to avoid them whenever possible. Although this military presence has successfully suppressed brigand activity, it has done little to stem the rise of attacks of solitary madmen such as Karina's Midnight Slasher.

Classes: Most Invidians are either fighters or rogues. Bards are also fairly common and are usually of Kartakan heritage. Sorcerors are not uncommon but usually only practice their craft in the larger towns. Magic in rural areas is a delicate matter, as spellcasters must carefully avoid displaying any destructive magic. Wizards fill the same role as sorcerors but are less common. Clerics are rare and are usually Ezrites and wandering healers, but are generally trusted. Druids lie somewhere between sorcerors and clerics and must be careful of the kinds of magic they display to avoid angering the locals. Paladins, monks, and barbarians are unknown here.

Recommended Skills: Bluff, Intimidate, Taunt

Recommended Feats: Exotic Weapon Proficiency, Improved Initiative, Quick Draw, Weapon Focus (dagger)

Names:

-Invidian Male Names: Adi, Adrian, Badun, Costine, Dimitru, Gogu, Haslav, Horatu, Mikal, Petre, Radu, Vasili, Vaslav

-Invidian Female Names: Ameli, Antoaneta, Celestina, Diona, Elena, Florenta, Gabrielle, Ileana, Ivona, Ligia, Lizuça, Marilena, Nicoleta, Ridiçea, Teadora, Zina

-Invidian Surnames: Angelova, Balakov, Borev, Bukhalov, Chervenkov, Dimitrof, Dimova, Hinova, Ingatieva, Ivanov, Jordanov, Krumova, Levski, Lukanov, Maleeva, Markhov, Pendareva, Prandzheva, Rakovski, Romanov, Slovensky, Stamboliski, Svetkova, Todorova, Veneva, Yankov, Zukanov

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer IV
« Last Edit: April 14, 2012, 03:21:43 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #12 on: January 20, 2007, 10:57:29 PM »
Kartakass

Map by Jester of the Fraternity of Shadows

Cultural Level: Medieval

Climate: Temperate

Terrain: Forests and hills

Major Settlements: Harmonia, Skald

Population: 5,000

Races: 98% Humans, 1% Half-Elves, 1% Others

Languages: Vaasi, Old Kartakan, Balok, Sithican

Religions: The Ancestral Choir, Ezra, Hala, Milil

Government: Meritocratic independant settlements

Ruler: None; Autonomous meistersingers

Currency: ballad (gp), dirge (sp), canticle (cp)

Resources: rye, barley, oats, beets, potatoes, cabbages, hogs, cattle, dairy, sausage, beer, timber, salt, musical instruments.

Diplomacy: Kartakass' lack of a sovereign ruler prevents the nation from acheiving true political standing amongst its neighbors. It conducts trade with Barovia, Invidia, and Sithicus and has formed mercantile alliances with these nations. Kartakan merchants are famed throughout the southern Core for being both cunning and charismatic. Kartakan lumberjacks are known for being overeager and are often found felling trees illicitly in neighboring lands. Kartakass' reputation is for the most part healthy with its neighbors, though the elves of Sithicus are taking an increasingly dim view of Kartakan immigrants.

The Folk: Kartakans are lean and graceful, with angular, handsome features. Skin tones are light and creamy with the occaisonal freckles. Eye color is blue-violet and hair color is typically flaxen blond. Men and women both grow their hair long and wild. Men often grow facial hair in the form of long, full moustaches and neatly trimmed goatees. Clothing is comfortable and dashing, with both genders wearing blousy shirts and trousers. These trousers are tucked into high black boots. Men wear full coats over their shirts, while women wear short vests. Men typically wear wide-brimmed hats. Clothing colors are vibrant and brilliant, and hues of red, yellow, and blue are the most popular. Jewelry is used sparingly.

Kartakans are a warm, gregarious people known for their love of music and singing talent. They have a song or melody for every occasion and daily activity. They also have a fondness for tall tales called "feeshkas"; stories that both teach a lesson and play on the gullibility of the listener. Bards are an institution here, and some, such as the dashing Harkon Lukas, have become celebrities. A popular local alcohol called "meekulbrau" is often imbibed during musical fesitivals. It is said to sweeten the voice and loosen inhibitions. Kartakans appreciate the simple pleasures of life and value tradition, wisdom, and musical skill above all else. The one thing Kartakans truly fear are the vicious wolves that stalk their land in large numbers. It is said these wolves have been known to enter homes at night and drag the inhabitants out from their very beds. Legends speak of a time when wolves disguised themselves as men to trick humans just long enough to devour them.

The Law: Each settlement in Kartakass is autonomous. They each choose a "meistersinger" at an annual competition marked by wild revelries and constant music. The winner of the competition becomes the meistersinger for that settlement. The meistersinger is personally involved in all matters of the community, delegating nothing except for the appointment of the leaders of the local militia. Meistersingers also serve as cultural and moral leaders, responsible for teaching the youth the "mora," songs which the Kartakans believe are divine gifts from the gods to teach moral lessons to all. Most meistersingers serve for many years before retiring voluntarily.

Classes: Bards, fighters, rangers, and rogues are the most common. Barbarians are uncommon. Since Kartakans have little respect for organized religion, clerics are rare and often face frequent good-natured ribbing. Druids and sorcerors are also rare and are poorly understood, though Kartakans are not hostile towards them. Wizards and monks are virtually unknown, while paladins are seen as figures of legend, the archetypal doomed hero.

Recommended Skills: Craft Weapon, Lore, Perform

Recommended Feats: Expertise, Skill Focus (Perform), Weapon Focus (Rapier).

Names:

-Kartakan Male Names: Aalef, Akil, Bartholomeus, Castor, Christoffel, Erik, Ernst, Evert, Frans, Frederik, Frerich, Gustaaf, Jeroen, Johannes, Josef, Joshua, Koenrad, Kyros, Laszlo, Maarten, Nikolaas, Oltmann, Petros, Pieter, Sandor, Sebastiaan, Steffen, Theon, Zev

-Kartakan Female Names: Akrynna, Aleris, Amelia, Berenda, Bianca, Eva, Femke, Frieda, Gerda, Helena, Henrika, Johanna, Julianna, Katalyn, Klara, Kolette, Lelia, Lysbet, Meleda, Mina, Odelle, Sofie, Zeta

-Kartakan Surnames: Acker, Aertsen, Albertszen, Amerman, Anseyving, Ayers, Baans, Banckert, Bant, Barentstochter, Barneveld, Bartholds, Bekker, Berchoven, Bergkamp, Bervoets, Blauvelt, Bleekemolen, Bleyck, Blinkerhof, Boertgens, Bogaardt, Bosch, Brattbakk, Breughel, Bronckhorst, Christoffel, Claessen, Cornell, Cronenburgh, De Baun, De Boer, De Camp, De Graff, De Jager, De Klerk, De Randt, De Veaux, Deburghraeve, Dekkers, Dennysen, Didricks, Drotske, Duisenderb, Duzant, Dyckman, Ebersole, Eckhaus, Engel, Esterhuysen, Evertszen, Fransz, Fredrickszen, Froelich, Gerberich, Graaf, Groeneveldt, Groethuysen, Gysbrechts, Haag, Hagerman, Hecht, Hendricks, Herbrüggen, Hess, Hoefnagel, Holst, Hostetter, Janssens, Jongejans, Kauffman, Kierstede, Klausman, Koch, Krige, Kuyper, Leydecker, Loers, Lutz, Mackelyck, Markgraaf, Maurhoffer, Messeker, Meynderts, Neuwenschwander, Nordhagen, Oberholtzer, Ostenstad, Pieterszen, Reiss, Reizinger, Ristenblatt, Roeloffs, Schaeffer, Schenck, Schermerhorn, Schoonmaker, Schuyler, Seedorf, Snyder, Struycken, Sykes, Teichmann, Ter Haar, Terwilleger, Tichelman, Traphagen, Trichardt, Van Der Linde, Van Alstyne, Van Biesbrouck, Van Brevoort, Van Cleve, Van Couvenhoven, Van Daalen, Van Der Berg, Van Der Hoef, Van Der Schurr, Van Dyck, Van Friesland, Van Giesen, Van Imbroeck, Van Pelt, Van Tassel, Van Wyck, Veldkamp, Vermeulen, Von Hengel, Voorhees, Wagner, Wannemacher, Weekveldt, Westerhof, Wiese, Wortendyke, Wyckoff, Yost, Zimmerman

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer I
« Last Edit: April 21, 2012, 02:11:03 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #13 on: January 20, 2007, 11:03:02 PM »
Lamordia

Map by Jester of the Fraternity of Shadows

Cultural Level: Renaissance

Climate: Temperate

Terrain: aquatic, forest, hill, plains, swamp

Major Settlements: Ludendorf, Neufurchtenburg

Population: 3,280

Races: 99% Human, 1% Other

Languages: Lamordian, Darkonese, Mordentish, Falkovnian, Dwarven

Religions: none

Government: Hereditary aristocracy, with republican settlements

Rulers: Baron Vilhelm von Aubrecker, Regent Gerta von Aubrecker

Resources: rye, sheep, cattle, dairy, furs, cod, mackerel, herring, flounder, beer, sausage, salt, leather goods, furniture, ships

Currency: glutton (gp), sable (sp), marten (cp)

Diplomacy: trade with Darkon, Dementlieu, and Falkovnia. No political alliances with any neighbors

The Folk: Lamordians are lean, tall, and wiry. They have very fair skin and eye colors are either green or blue. Hair color varies from light blond to dark brown, but the lighter colors are more common. Men cut their hair short, while women grow their hair long and tie it into twin braids. Men never grow facial hair but tend to grow muttonchop sideburns. Clothing is modest and somber, yet of the finest quality. Typical clothing for men includes collared shirts, vests, and trousers, with nobles adding waistcoats and scarves. Typical clothing for women includes modest woolen dresses with high collars and tight, white bonnets. Lamordian clothing is almost never colored. Jewelry is not worn by Lamordians, although they often carry canes or pocketwatches.

Lamordians are a hardy folk, accustomed to Lamordia's harsh winters. They believe that they can survive through hard work and will. Lamordians are not superstitious in the least. They are logical and rational, almost to a fault, and beleive that any problem can be solved with a commonsense solution. Lamordians are either deistic or outright atheistic, and no religion has managed to gain a foothold here. Lamordians believe that faith and magic are crutches for those with weak minds. Lamordians beleive that demihumans such as dwarves and elves are merely abnormalities instead of other races. They do not hide their disdain towards Victor Mordenheim, a mad scientist who conducts strange experiments in his estate in northern Lamordia.

The Law: Baron Vilhelm von Aubrecker rules Lamordia from his estate in the Sleeping Beast mountains. His family has ruled Lamordia for generations. The von Aubreckers have been distant rulers, collecting tribute on occaision and maintaining small garrisons of soldiers throughout the nation. Vilhelm is on his deathbed, however, and with the loss of both of his sons, it falls to his daughter, Gerta von Aubrecker, to take his place when he passes on. Each of Lamordia's settlements is ruled by a mayor, who is appointed by a council of wealthy aristocrats. The main responsibility of the mayors is to encourage and maintain trade with other towns and other nations. Since Lamordians are extremely polite and have such a strict moral upbringing, they rarely have many conflicts and therefore do not need to enforce many laws. On the rare occaision that trouble arises, the baron's enforcers and the town militias are quick to respond.

Classes: Fighters, rangers, and rogues are the most common. Other classes are rare in the extreme or completely unknown here.

Recommended Skills: Appraise, Craft Armor, Craft Trap, Craft Weapon, Disable Trap, Lore, Search

Recommended Feats: Exotic Weapon Proficiency, Expertise, Great Fortitude, Iron Will, Point-Blank Shot, Skill Focus: Craft Armor, Skill Focus: Craft Trap, Skill Focus: Craft Weapon, Toughness, Weapon Focus (handaxe, halberd, rapier, throwing axe)

Names:

-Lamordian Male Names: Augustin, Berthold, Conrad, Dieter, Frans, Hubert, Juergin, Ludwig, Niklaus, Oscar, Rudolph, Stefan, Tomas, Werner, Yann

-Lamordian Female Names: Brigitte, Camilla, Daniela, Erika, Federica, Ingrid, Johanna, Katia, Mathilde, Pascale, Ramona, Sofia, Teresa, Ursula, Victoria

-Lamordian Surnames: Accola, Acklin, Agassiz, Albrecht, Almer, Anderhub, Baehler, Baertschi, Bertod, Besse, Boller, Bornisson, Bovet, Brand, Burkhart, Corminboeuf, Delfs, Egemann, Frei, Frischknecht, Geiger, Gisler, Goeschi, Graf, Grassi, Gruenenfelder, Gygax, Haefeli, Heinzmann, Huber, Kestenholz, Lafranchi, Lambert, Lanbrigger, Lautens, Lucchesi, Metzier, Monachon, Nietlispach, Perren, Plancherel, Quentin, Reuteler, Riegler, Righetti, Rusterholz, Schneider, Seifert, Sforza, Stocki, Von Gruenigen, Von Sibenthal, Zberg, Zingre, Zinsli, Zulle, Zurcher, Zwygart

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer II
« Last Edit: April 14, 2012, 03:23:01 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #14 on: January 20, 2007, 11:12:32 PM »
Liffe

Map by Jester of the Fraternity of Shadows

Cultural Level: Chivalric

Climate: Temperate

Terrain: Forests, Hills, Plains, Swamps (island)

Major Settlements: Armeikos, Claveria, Moondale, Aferdale

Population: 5000

Races: 90% Humans, 5% Other

Languages: Darkonese, Vaasi

Religions: Ezra, Bane

Government: Hereditary aristocracy, with republican settlements

Ruler: Baron Lyron Evensong

Currency: no coinage, trade conducted through barter, though some merchants have begun to use Nova Vaasan currency

Resources: potatoes, corn, sheep, dairy, cod, herring, mackerel, lobsters, talc, salt, ships, pottery

The Folk: Liffan skin tones range from tan to olive; brown and auburn hair are common, though some individuals have hair as light as honey or as dark as coal. Likewise, eye coloration is highly variable; brown and gray are seen most often. Liffans tend to have square or oval faces and strong jaw lines. Dress normally consists of a short tunic and close-fitting trousers with a cape or cloak, tailored for ease of movement. Designs and patterns are often stictched into their clothes, such as plaids, checks, ovals and diamonds.

The people of Liffe enjoy their independance as a small nation. Recent trade with Darkon and Nova Vaasa has given rise to a large merchant class, though it also has brought in cultural influence from these nations, which Liffe's ruler dislikes. The Baron sees this cultural contact as a threat to Liffe's independance. The populace of Liffe, on the other hand, seeks to end Liffe's isolation and has increased its contact with other nations of the Core. Farmers work harder to produce more crops to sell across sea which they use to hire more hands and produce even more crops. Meanwhile there are the newly starting craftsmen anxiously producing their wares for sell overseas and the traders and explorers hoping for new exotic items to bring back. Ironically, the Liffan people are so desperate to trade, yet so much needs to be imported that there is little to offer. Given that many craftsmen are so new to their skill and may lack the years of experience,  many mimic the crafts from Darkon and Nova Vaasa, producing cheap copies and knock-off products. Waves of cheap, supposedly "masterwork" Darkonian pottery are now being sold in ports across the Nocturnal Sea.

The Law: Liffe is the realm of Baron Lyron Evensong, a highborn bard who prizes his island's independance. The Baron dwells in an opulent manner in the small town of Claveria. Though he is seen every day, he never steps foot outside of his house, the farthest he goes is his front porch. So all edicts are issued from this porch, with visitors only rarely going inside his mansion. The Baron has instituted a code of morality in Liffe. Those who obey his moral code are free to otherwise do as they wish. Those who do not face stiff penalties; these are usually fines, but harsh offenders have been known to be brought to the Baron's home and have never been seen again.

Each of the towns in Liffe have a local constabulary to keep the piece. Constables are elected by the populace and they keep their position for life. When a constable dies, a new election is held. The towns of Liffe are ruled by a council of elders. These councils run the day-to-day affairs of their settlements, enforcing the Baron's edicts and moral code, arbitrating settlements, and levying taxes and fines.

Classes: Bards are the most prized citizens, though few of Liffe's population are born with the natural talent. Fighters are fairly common, and many serve in the local constabulary. Clerics are welcome, so long as their beliefs don't contradict Baron Evensong's moral edicts. Paladins are welcome here, unlike many other lands of the Core. Their code of honor and goodness pleases the Baron. Wizards and sorcerors are distrusted, but respected. So long as they behave themselves and don't practice necromancy, they are allowed to dwell here. Rogues flaunt the Baron's moral edicts, and are not tolerated, yet they still are found here. Other classes are not known here.

Recommended Skills: Craft Armor, Craft Weapon, Lore, Perform

Recommended Feats: Artist, Courteous Magocracy, Curse Song, Dodge, Empower Spell, Expertise, Extend Spell, Extra Music, Lingering Song, Maximize Spell, Mobility, Quicken Spell, Skill Focus (lore), Skill Focus (perform), Weapon Focus (rapier)


Names:

-Liffan Male Names: Ardmor, Boyce, Estran, Gilos, Jakome, Ragnol, Tullus, Varian, Wat, Xanthus

-Liffan Female Names: Aldea, Catalin, Francesca, Gisele, Imogen, Marguerite, Ondyne, Serilda, Virdisia, Zezilia

Source: RR2 Book of Crypts, Ravenloft 3rd Edition Campaign Setting, Living Greyhawk Gazetteer, Adventure Hook Bank from the Fraternity of Shadow's website (http://www.fraternityofshadows.com/)
« Last Edit: April 27, 2012, 09:48:05 PM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #15 on: January 20, 2007, 11:19:34 PM »
Mordent

Map by Jester of the Fraternity of Shadows

Cultural Level: Renaissance

Climate: Temperate

Terrain: Forest, marsh, plains

Major Settlements: Mordentshire

Population: 5,500

Races: 99% Human, 1% Other

Languages: Mordentish, Falkovnian, Vaasi

Religions: Ezra, Hala

Government: Hereditary aristocracy

Ruler: Lord Jules Weathermay

Currency: mournepiece (gp), weepstone (sp), saltpenny (cp)

Resources: barley, wheat, hops, sheep, cattle, dairy, flounder, sole, sardines, lobsters, oysters, chalk, clay, ships

Diplomacy: trade and military alliance with Dementlieu, Richemulot, and Borca. Hostile towards Falkovnia.

The Folk: The Mordentish people are fair-skinned. Common eye colors are blue, green, or gray. The most common hair colors are blond and brown, though many other hair colors are known among the Mordentish folk. Men either grow their hair long or cut it short. Those who grow it long tend to keep it in a ponytail or braid. Women grow their hair very long. Mordentish clothing is made of wool and kept very clean. Most men wear breeches with high socks and loose shirts, though nobles wear lacy shirts with an waistcoat over them. Women wear long dresses that flare at the bottom but fit tightly above the waist. Clothing colors are usually black, gray, or dark hues of blue, green, yellow and red. Jewelry is considered gaudy even amongst the nobles.

The Mordentish are simple and practical, highly prizing tradition and common sense. They are also highly superstitious, yet are not ruled by fear. They respect and avoid places they beleive to be haunted, in order to keep the wrath of spirits at bay. The people of Mordent are always polite and friendly, yet reserved as well. They are known for their ability to get others to reveal alot without revealing anything about themselves. Mordent is perhaps best well-known for being the home of the late, great Dr. Rudolph van Richten, an accomplished physician-turned-monster-hunter, who recently perished in a battle with his long-term nemesis.

The Law: Situated in the grand estate of Heather House, Lord Jules Weathermay, aging patriarch of the Weathermay family, rules Mordent with a light hand. He does not usually pronounce any laws, preferring instead to let the mayors and other civic servants of Mordent's villages run themselves. The villages elect their mayors from the male property owners, who are always reminded of how their decisions will affect the poor. The mayor of Mordentshire, Daniel Foxgrove, is Lord Weathermay's son-in-law. His daughters, Gennifer and Laurie, have decided to carry on in Dr. van Richten's footsteps. The Weathermays are the last of Mordent's noble families. The other families fell to tragedy and betrayal generations ago, and their decaying estates haunt Mordent's fog-choked moors. The most infamous of these haunted manors is the House on Gryphon Hill, once home to the Godefroy family until tragedy claimed them.

Classes: Bards, clerics, fighters, and rogues are the most common classes here. Sorcerors and wizards are uncommon. Other classes are not known among the natives

Recommended Skills: Persuade, Taunt, Heal, Lore, Search, Spot

Recommended Feats: Alertness, Blind-Fight, Brew Potion, Exotic Weapon Proficiency, Extra Turning, Great Fortitude, Skill Focus (Lore), Weapon Finesse, Weapon Focus (rapier)

Names:

-Mordentish Male Names: Alfred, Allan, Allistair, Andrew, Arthur, Benjamin, Brian, Charles, Christopher, Cyrus, Daniel, Douglas, Edward, Elias, Elijah, Francis, George, Giles, Henry, Hugh, Ian, Irving, Isaac, James, Jeremiah, Jonathan, Joseph, Lawrence, Martin, Matthew, Nathaniel, Neville, Nicholas, Oliver, Owen, Peter, Richard, Robert, Samuel, Silas, Simon, Stephen, Thaddeus, Theodore, Thomas, William

-Mordentish Female Names: Abigail, Alice, Alyson, Anne, Annabeth, Beth, Bridget, Candace, Charity, Chastity, Constance, Deborah, Dorothy, Elizabeth, Emily, Esther, Faith, Gennifer, Grace, Hannah, Helen, Hope, Jane, Judith, Julianne, Katharine, Lacey, Laurie, Lillian, Lucile, Lydia, Margaret, Martha, Mary, Mercy, Meredith, Nell, Patience, Prudence, Rebecca, Ruth, Sarah, Susanna, Tabitha, Virginia

-Mordentish Commoner Surnames: Abbot, Archer, Bennett, Brumfield, Capper, Carpenter, Chandler, Collier, Dodds, Dole, Emry, Fisher, Fletcher, Garrett, Golding, Laxon, Laydon, Lewis, Mutton, Powell, Post, Reade, Sexton, Smith, Sullivan, Sykes, Thatcher, Towtales, Unger, Ward, Weaver

-Mordentish Noble Surnames: Ambrose, Bayard, Creede, Denmarsh, Doyle, Fleming, Hotspur, Houlgrave, Galloway, Livingston, Midwinter, Radcliffe, Rodes-Taving, Rowantree, Saxon, Sickelmoore, Thornedale, Throgmorton, Uffington, Ulminster, Weston-Smythe, Wellington, Wickinson, Wyffrin

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer III
« Last Edit: October 12, 2015, 04:46:57 AM by emptyanima »


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Re: Native PC info thread
« Reply #16 on: January 20, 2007, 11:25:30 PM »
Nebligtode

Cultural Level: Medieval

Climate: Cold

Terrain: Plains, Swamps, and Rocky Badlands (islands)

Major Settlements: Graben Village, Seeheim, Kirchenheim, Meerdorf

Population: 2,800

Races: 99% Human, 1% Other

Languages: Grabenite, Vaasi

Religions: Ezra, Bane

Government: Feudal Plutocracy

Rulers: The Graben family

Currency: no coinage, trade conducted through barter

Resources: sheep, goats, cotton, oats, rye, wheat, flax, corn, wool, cod, herring, mackerel, lobsters, seals, talc, salt, ships

Diplomacy: Trade with Darkon, Nova Vaasa, Liffe, and Vechor. No political alliances

The Folk: Nebligtodians are fair-skinned and fair-haired, with blonde the most common hair color. Typical eye color is blue, though green and gray are not unknown. Men grow their hair no longer than the shoulders, and facial hair is somewhat common. Women grow their hair fairly long, down to their hips on occasion, and usually tie it in a single long braid. Typical Nebligtodian garb is made of thick wool, to fend off the biting cold of the long winters. Men usually wear breeches and loose shirts with a woolen overcoat. Women usually wear sweaters and long skirts. Clothing colors are usually grays and browns, though members of the Graben family wear black with purple and deep blue. Jewelry is uncommon, though many women wear simple earrings and necklaces.

The largest settlement of Nebligtode is the Village of Graben, on Graben Island's northwest shore. Two small, isolated farming villages, Seeheim and Kirchenheim, lie on the northern end of Graben Island. A fourth village, Meerdorf, is on Knammen Island to the west of Graben Island. Todstein, a forsaken and frozen island to the east of Graben Island, is uninhabited but considered part of the nation. The residents of all the villages are a quiet, slightly suspicious people. They compose a tightly knit group, apprehensive of outsiders and strangers. They know their fellow villages very well and know the relatives and family trees of their neighbors as well as their own. The natives of Graben Island are primarily sheep and goat herders, though various grains such as wheat, rye, flax, and corn are grown in small fields in the prairie regions of the island. Many natives are employed as weavers, millers, and wool spinners. The people work hard, but they make a reasonably comfortable living in their harsh environment. The rough waters of the Nocturnal Sea surrounding this group of islands makes fishing a dangerous profession, but the since the deep waters are so near, boats need not venture far to land a large catch.

The Law: Settlement elders called deacons oversee governance of their villages with the mandate of the Grabens, who own all the land in Nebligtode. The Grabens were the first settlers on the islands and are descended from jewel merchants. Most of the older Grabens keep to themselves, but the younger family members are seen in the Village of Graben frequently. Four generations of the family live on the estate. The Graben family leaves most of the day-to-day affairs to the deacons of each village, only making direct rulings in the case of an emergency, which, aside from the flash-floods during the heavy rainy season, are fairly rare on these small islands. All villagers are essentially leasing their land from the Graben family. Most of the Grabens keep to themselves, and this suits the villagers just fine.

Classes: Fighters and rogues are the most common classes here. A few clerics have imported the religions of Ezra and Bane from the mainland, though they only have a small following here. A few rangers patrol the tiny wilderness of Graben Island, though druids are extremely rare. Bards are uncommon, but welcome, especially during the long, cold winters. Sorcerors are occasionally born, but few willingly take up the profession of wizards...those who practice arcane magic openly in Nebligtode have a tendency to disappear mysteriously. Other classes are unknown here.

Recommended Skills: Appraise, Craft Armor, Craft Trap, Craft Weapon

Recommended Feats: Dodge, Expertise, Weapon Focus (rapier)

Names:

-Nebligtodian Male Names: Alfred, Andreas, Arvid, Asmund, Barnabus, Bjørn, Blaine, Colin, Danar, Driddam, Edvard, Egil, Erik, Ezekial, Gunnar, Halvard, Hans, Harald, Harvid, Henrik, Hiram, Horst, Ivar, Jeremiah, Jacob, Jarle, Johan, Jonas, Josef, Karl, Knut, Kristoffer, Kugan, Lars, Leif, Ludvig, Markus, Matthias, Metan, Mikkel, Nestor, Njord, Olaf, Olsain, Osvald, Øystein, Pieter, Ragnar, Roald, Rolf, Sigurd, Stymar, Sven, Thomas, Thor, Tobias, Torbjorn, Torvald, Vance, Viggo

-Nebligtodian Female Names: Adelheid, Anette, Anne-Lisbet, Araby, Astrid, Bergitte, Dina, Elena, Elisabeth, Emma, Eva, Geneel, Gerd, Gjertrud, Gudrun, Gunnhild, Hedvig, Hilde, Hjørdis, Inga, Johanna, Josefina, Karolina, Kirsten, Kristianne, Lucretia, Madeline, Margaret, Marie, Marietta, Marta, Matilde, Mavis, Miriam, Olava, Nora, Petra, Ragnhild, Rebekka, Rosalee, Sigrid, Synnøve, Tova, Valbjorg, Yvonne

-Nebligtodian Surnames: Aasgaard, Abel, Ackerman, Alving, Andreassen, Arnesen, Berg, Bjoenkaer, Björnson, Böcklin, Bøe, Bredesen, Brekke, Brøgger, Brote, Dahl, Dybendahl, Edvardsen, Eggen, Elvsted, Engstrand, Eriksen, Ertzgard, Fischer, Fjærestad, Garborg, Gjeldnes, Grodas, Groenvold, Gundersen, Gwynn, Haarland, Hagen, Halvorsen, Hanevold, Hanssen, Heiberg, Henriksen, Heyerdahl, Ingstad, Jakobsen, Jensen, Johannessen, Karlsen, Kjørsvik, Knutsen, Kristoffersen, Larsen, Loevaas, Lövborg, Ludwigsen, Mikkelsen, Mueller, Olsen, Rasmussen, Schrøder, Sjøvold, Skovgaard, Stellen, Stromm, Thomassen, Thorsen, Vincent

Source: RA2 Ship of Horror, Ravenloft 3rd Edition Campaign Setting
« Last Edit: February 19, 2008, 03:46:05 PM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #17 on: January 21, 2007, 12:30:34 AM »
Nova Vaasa

Map by Jester of the Fraternity of Shadows

Cultural Level: Medieval

Climate: Temperate

Terrain: Plains, forests, and hills

Major Settlements: Arbora, Bergovitsa, Egertus, Kantora, Liara

Population: 67,700

Races: 91% Humans, 5% Halflings, 3% Gnomes, 1% Other

Languages: Vaasi, Halfling, Gnome, Balok, Darkonese, Falkovnian, Tepestani

Religions: Bane

Government: Hereditary Aristocracy

Ruler: Prince Othmar Bolshnik

Currency: bridle (gp), spur (sp), horseshoe (cp)

Resources: Wheat, corn, millet, barley, oats, rye, cabbage, beets, potatoes, apples, pears, sunflowers, hemp, flax, horses, chickens, cod, herring, wine, gypsum, amber, chalk, salt, leather goods, furniture, ships

Diplomacy: Mercantile relationships with Barovia, Darkon, Hazlan, Tepest, and the island nations of the Nocturnal Sea. Nova Vaasans dislike the Barovians' superstitious atheism, and like the Cult of the Morninglord even less--its message of hope for the downtrodden is the polar opposite of the dogma of Bane. Nova Vaasans admire Azalin's firm control of Darkon and have been eager trading partners with Darkon ever since the Great Upheaval. The people of Hazlan have a culture too alien for the Nova Vaasans, so much so that even their common language and religion does little to bring the two cultures together. The Tepestani people are considered beneath the Nova Vaasan's notice. Their "pagan" zealotry and wild, untamed lands would drive most Nova Vaasans away, were it not for Tepest's vast stores of timber and the possibility of a shortcut to Darkon through Keening.

The Folk: The people of Nova Vaasa are rugged, with average stature, wide hips, and stout limbs gained through generations of horsemanship. Their facial features include angular chins, prominant cheekbones, and wide, full-lipped mouths. Skin color is usually pale and ruddy, though pale olive or sallow skin are not unusual. Eye color is usually dark green or gray, while hair color ranges from dirty blond to black, with darker colors being more common. Women grow their hair straight and long, often past their waists, though young girls often tie their hair into braids. Men prefer to keep their hair cut just below the shoulder, and grow long mustaches, which the wax into stiff curls. Clothing varies by social class. The poor wear simple garments that are not maintained very well. Male commoners wear trousers and long shirts while female commoners wear blouses and culottes and cover their heads with kerchiefs. Commoner clothing is never dyed and is patched repeatedly. Most of the poor cannot even afford shoes, and instead wear cloth wrappings on their feet. Aristocrats stand out from the unwashed rabble in their meticulously kept and brightly colored clothing. Male nobles wear flared riding breeches, tall black boots, finely tailored coats trimmed with lace, neckerchiefs bearing their family crests, and felt caps. Female nobles wear velvet riding skirts, black boots, billowing blouses, and gauzy scarves trimmed with tinkling bells. The clothing of the nobility is often dyed in vibrant shades of red, blue, and purple, with stripes and spiral patterns being popular.

The class divide in Nova Vaasa is wide and deeply entrenched. The poor are the vast majority of the population. They are truly destitute and miserable, afflicted by hunger, disease, and crime. The comparitively tiny aristocracy is immensely wealthy. Five families - the Bolshniks, Chekivs, Hiregaards, Rivtoffs, and Vistins - own nearly all the property in the vast country. A very small middle class has arose in recent years, comprised of civil servants, merchants, and underworld types. Despite its wealth and size, Nova Vaasa has the feeling of a society in decline. The overpopulated cities are rife with violence and vice. The nobility becomes increasingly wealth on the backs of the poor masses. The poor are only concerned with surviving and drowning their sorrows in vices. Most of the nobility is arrogant, believing the common people to be little more than subhuman beasts of burden to be used and abused at whim. One would think that in such a society rebellion and unrest would be commonplace, but the dogma of Bane forbids such actions, thus the status quo is maintained in Nova Vaasa.

The Law: Prince Othmar Bolshnik, patriarch of the Bolshnik family, is the current ruler of Nova Vaasa. Nova Vaasan tradition had the nation's mantle of leadership be passed to the head of each noble family every five years, called the Ordained Cycle of Stewardship, though Prince Othmar has refused to relinquish his title after twenty-eight years as prince. This has caused considerable tension among the other four noble families of Nova Vaasa, but Othmar's formidiable military and political power has grown so great that none dare oppose him. Othmar is vain and ruthless, focused on making his family the most powerful of all the noble families, as well as maintaining the status quo in Nova Vaasan society. Each of the noble families rule their lands independantly, only rarely paying tribute to Othmar. Most of the noble families rule harshly and without mercy nor pity, though the Hiregaard family treats its commoners relatively fairly.

Law and justice do not truly exist in Nova Vaasa, and there is little recourse if one is wronged criminally. The cities and plains of Nova Vaasa are largely lawless, with cities having a weak and mostly ineffectual civil government, run by people hand-picked by the local nobility. Each noble family has its own militia, though the Bolshnik family's forces are equal to that of a full-blown army. The closest thing Prince Othmar has to a rival is the criminal mastermind known as Malken. This shadowy figure is said to control all illicit activity in Nova Vaasa, and is practically a bogeyman of sorts to the poor and downtrodden of the realm.

Classes: Fighters, rogues and clerics are the most common. Clerics are almost exclusively worshippers of Bane and receive a high degree of respect and reverence, though clerics of faiths other than Bane face the possiblity of harrassment and even imprisonment. Rangers are uncommon, but are valued. They are often hired to watch over herds and fend off plains cats. Bards are uncommon due to the Nova Vaasans' distrust of arcane magic. Druids, sorcerors, and wizards are all equally despised and are rarely ever native to this nation. Barbarians and monks are virtually unknown here.

Recommended Skills: Appraise, Craft Armor, Craft Weapon, Craft Trap, Intimidate, Lore, Perform, Pick Pockets

Recommended Feats: Exotic Weapon Proficiency, Great Fortitude, Iron Will, Skill Focus (Animal Empathy), Toughness, Weapon Focus (heavy flail, spear, morningstar, scimitar)

Names:

-Nova Vaasan Male Names: Andor, Christer, Erik, Fraanse, Gunnar, Ivaar, Konraad, Mikaal, Olav, Rudolf, Tor, Ulf, Viggo, Warnaar

-Nova Vaasan Female Names: Anja, Dagmar, Else, Grete, Helena, Inge, Lucia, Magda, Marta, Sofie, Thora, Ulla, Vanja, Vita

-Nova Vaasan Surnames: Andersen, Arneborg, Assenbjerg, Bakhvalova, Balcerowicz, Bartoszak, Bekker, Berthelsen, Bonnikson, Borniski, Borzykowski, Brandhorst, Chichlowski, Ciesinski, Claussen, Czernin, Damsgaard, Dembowski, Didenksen, Dlugopolski, Domaszewski, Dziewanowski, Ebel, Ejlersgaard, Eldjárn, Ellegaard, Eriksen, Ernst, Fallingborg, Fredskild, Gasioworski, Gimsing, Golota, Gorczinski, Gospodyni, Gram, Gruntvig, Grzybowska, Guildenstern, Guldbrandsen, Halkenhvad, Hannestad, Heintze, Helveg, Hjelmslev, Hørby, Holowczyc, Hvass, Hviid, Hylgaard, Iglikowski, Jakkelsen, Jankowski, Jaworski, Johannsen, Kalendovsky, Kantorowicz, Kapuscinski, Karseffni, Kasprowicz, Kaustrop, Kieslowski, Kjeldsen, Kjölbye, Kobolowski, Kolakowski, Korzeniowski, Kowalski, Kruhl, Krzyzanowski, Kwiatkowski, Langvardt, Laursen, Lenska, Leszczynska, Lewinsky, Lundgaard, Malewski, Malinowski, Matschewski, Mazurkiewicz, Meindl, Mikkelsen, Mleczko, Moesgaard, Nowak, Nylén, Olrik, Olszewki, Olynyk, Ostgerg, Paderewski, Partyka, Peplinski, Pilegaard, Piotkowski, Pitowski, Podivinsky, Pollack, Prazmowski, Przybyiski, Rasmussen, Riis, Roesdahl, Rogowski, Rohrmann, Rønne, Rosenkrantz, Rozycki, Schjonberg, Sellevold, Skaarup, Skovgaard, Skrowaczewski, Slowacki, Sokolowski, Sørensen, Staszewska, Svendsen, Szymanowski, Teglbjaerg, Thodberg, Thyregod, Tobolowsky, Toksvig, Turnau, Urbansky, Vanska, Wajda, Wieghorst, Wisniewski, Zbigniew, Ziomkowski, Zinck

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer V
« Last Edit: April 21, 2012, 02:10:04 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #18 on: January 21, 2007, 12:44:41 AM »
Richemulot

Map by Jester of the Fraternity of Shadows

Cultural Level: Chivalric

Climate: Temperate

Terrain: Forests, Hills, Plains

Major Settlements: Mortigny, Pont-a-Museau, Ste. Ronges

Population: 45,330

Races: 93% Humans, 5% Halflings, 1% Half-Vistani, 1% Other

Languages: Mordentish, Balok, Falkovnian, Halfling, Vaasi, Darkonese

Religions: Ezra, Hala

Government: Hereditary aristocracy

Ruler: Jacqueline Renier

Currency: scandal (gp), secret (sp), rumor (cp)

Resources: Wheat, oats, barley, apples, potatoes, dairy, cloth, furniture, leather, ceramics, glass, weapons, iron and tin goods

Diplomacy: Trade and military alliance with Dementliu, Mordent, and Borca. Hostile towards Falkovnia. Neutral towards Verbrek

The Folk: Richemuloise are short, but wiry and athletic. Skin tones are fair, and eye colors are typically blue, green, or gray. Hair colors range from honey blonde to dark brown, with black only seen in noble families. Both genders wear their hair long, with men keeping theirs in a ponytail or braid. Excessive facial hair is considered barbaric, but thin, well-groomed mustaches are acceptable. Dress is uniformly comfortable and neat throughout the social spectrum. Both genders wear loose shirts, which men keep open during the warmer months. In terms of legwear, men wear baggy trousers while women wear knee-high skirts. Standard footwear consists of high, hard-soled boots. Clothes are usually patterned or decorated, with colors of white, gray, or beige. Jewelry is rarely worn, even amongst the nobility.

Unlike their Dementlieuse neighbors, the Richemuloise are down-to-earth and practical, and care nothing for superficialities such as rank and social status. They believe that a man's significance is defined by what he knows--his skills and knowledge, and how he applies those assets. This attitude has created a remarkably unstratified society. Richemulot's large cities have no grubby beggers nor opulent nobles. It as if the whole of the population is moderately comfortable. Property ownership is not a mark of social status, and any family can take up residence in an abandoned building and call it home. Unlike many other nations in the Land of Mists, Richemulot has a large immigrant population, as folk flee from oppression and poverty in their homelands to seek opportunity and free property in the nation's cities.

It is information that defines the nobility of Richemulot. While the nobility is hereditary, the aristocratic families hold their power in the form of information, which is brokered and exchanged like a commodity among the Richemuloise elite. A cobbler who happens upon a secret can become a noble overnight if he knows how to properly use his influence. The intrigues of Richemuloise courtly life are dizzying in their complexity, and few outsiders could keep up with either their nuances or pace. Trading in knowledge can be a lethal pursuit, however, as more than one noble has buried a secret forever with a dagger or vial of poison.

The Law: The most powerful noble family in Richemulot is the Renier family, informally ruled by its matriarch, Jacqueline Renier. She is widely regarded as one of the most brilliant and ruthless nobles in Richemulot, and few of her subjects would argue that their nation's fate could be in more capable hands. While Jacqueline is undeniably conniving and conceited, her strong patriotic streak and firm vision for the future of Richemulot serves her nation and her subjects well. She encourages outsiders to settle in her nation, asking only that they own a weapon and swear fealty to Richemulot. There are no formal militias, but Jacqueline expects all of her subjects to defend Richemulot should it ever be invaded.

Daily life in Richemulot is controlled by the hereditary nobility. Aristocrats arbitrate civil disputes and regulate trade, and enforcers retained by individual noble families keep the peace. The nobility exercises its power only lightly; power is a transitory thing in Richemulot, and few families wish to risk overstepping their bounds and become disgraced by vicious rumors.

Classes: Bards, fighters, clerics, rogues, and wizards are the most common classes in Richemulot. All are regarded with esteem in Richemuloise society, though rogues and wizards must be careful of the jealous and vindictive nobility. In a land of such urban growth, druids and rangers are scarce. Paladins are quite rare, often beginning their lives as mad street corner prophets. Sorcerors are also rare here, and most prefer solitude. Barbarians and monks are unknown in Richemulot.

Recommended Skills: Appraise, Bluff, Craft Armor, Craft Trap, Craft Weapon, Hide, Intimidate, Listen, Move Silently, Persuade, Spot, Taunt

Recommended Feats: Alertness, Exotic Weapon Proficiency, Expertise, Iron Will, Point Blank Shot, Silent Spell, Skill Focus (Bluff), Spell Focus (Divination), Still Spell, Weapon Focus (dagger, heavy crossbow, light crossbow, rapier, short sword)

Names:

-Richemuloise Male Names: Arnaud, Bernart, Crespin, Esteve, Folcaut, Gauderic, Jaufres, Lambert, Michels, Peirol, Raimond, Sicart, Thibaud, Vicenc, Xavier

-Richemuloise Female Names: Aidelina, Beatriz, Cecile, Danielle, Elianor, Felise, Garsenda, Heloise, Isolina, Lilianne, Margalida, Nicole, Reina, Sibille, Verinne

-Richemuloise Surnames: Adriaenssens, Ambre, Amelotte, Appelmans, Audenaert, Balanque, Barbieur, Batte, Berndeux, Blacque, Blondeau, Boenne, Bollens, Bonacieux, Callioux, Camerier, Cathoir, Coppenol, De Beul, De Bilde, De Maere, De Wilde, Debergé, Deflandre, Demeuleneire, D'Haenens, D'Hondt, Donnadieu, Dupon, Engels, Fallières, Fauchlevent, Felix, Flambeau, Fraigneau, Galliene, Gareau, Gatteaux, Gielen, Godignon, Grosbelhomme, Heirbaut, Higounet, Huygens, Jobert, La Pérouse, Lapierre, Lapôtre, Le Goyet, Lerminie, Lesclide, Loef, Loubens, Malisse, Mercator, Michielssens, Mirabeau, Mortier, Pallegoix, Pasquier, Penneman, Picavet, Provost, Rivette, Rogiers, Rotthier, Thernadier, Tilleman, Van Brussel, Van Damme, Van de Velde, Van de Walle, Van Haute, Van Poele, Vermeiren, Villevieille

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer III

« Last Edit: April 14, 2012, 03:25:17 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #19 on: January 21, 2007, 12:52:47 AM »
Sithicus

Map by Jester of the Fraternity of Shadows

Cultural Level: Medieval; Wild Elves are Stone Age

Climate: Temperate

Terrain: Forests and hills

Major Settlements: Har-Thelen, Hroth, Mal-Erek

Population: 4,300

Races: 96% Elves, 2% Half-Elves, 1% Humans, 1% Other

Languages: Sithican, Vaasi, Balok, Mordentish

Religions: Ezra, Hala

Government: Despotic monarchy and aristocracy

Ruler: Azrael Dak

Currency: rose (gp), crown (sp), sword (cp)

Resources: oats, cabbage, carrots, turnips, peppers, squash, peaches, grapes, sheep, goats, wine, spirits, timber, furs, salt, gems, crystal, cloth

Diplomacy: Heavy trade with Kartakass. Hostile towards Invidia and Valachan

The Folk: Sithicus is unique among the realms of the Land of Mists in that its population is almost entirely non-human. The dominant race here is the elves, though Sithican elves are very different than the elves found elsewhere in the world. The elves here are grim and dreary, their love of nature and beauty replaced with a solemn apathy. They are highly arrogant; they treat humans with the contempt that non-humans receive in other nations, but the Sithican's contempt extends to other non-humans and even non-Sithican elves. The elves of Sithicus live in constant denial. Their culture is visibly crumbling away before their very eyes, yet they firmly cling to age-old traditions that no longer seem to have any meaning. Hair color tends to be silver and eyes are usually amber in color.

The elves dress in drab colors, often dull shades of white, beige, ash, and gray-green. There are rumors among the elves of a xenophobic tribe of halfling-like beings called "kender" dwelling in the northeaster hills of Sithicus, but the elves believe it is a haunted region and avoid it whenever possible. Also in that same region live the wild elves. The wild elves are polar opposites to the "civilized" elves in this land. They are feral and primordial, dress in furs and let their hair grow wild. They tattoo themselves and partake in ritual scarification. There are rumors that they even resort to cannibalism in the belief this will make them purer elves.

The Law: Until very recently, Sithicus was ruled under the iron fist of the death knight Lord Loren Soth, Knight of the Black Rose. Soth had no compunctions about revealing his undead status to the world, and used it to strike fear into the populace. He hated the elves and kept them under his thumb with his sorcerous powers. In 752 BC, during a confrontation with the forces of Malocchio Aderre's Invidian troops, a wave of wailing shadows smashed Soth's fortress Nedragaard Keep, apparently destroying him. Soth's seneschal, the dwarf Azrael Dak, immediately proclaimed himself King of Sithicus.

Azrael has ruled erratically since then, appearing periodically in the elven cities to demand tribute and mercilessly slaughtering any who displease him. Azrael backs his power up by a host of undead troops and a secret police force known as the "politskarae." The elven aristocracy, however, remains a potent and stabilizing force on the government. Each of the three cities has a council of aristocratic elders. This council appoints and advises a leader called the Lord Speaker, who in turn answers to Azrael. The councils follow a complex set of elven traditions, and follow King Azrael's edicts in appearance only. When Azrael demands they change their rules to follow his, the elven councils resort to endless debate in an effort to delay. Given Azrael's short attention span, this tactic usually works, and the council then continues about their business without changing their ways. Azrael, however, often plays upon the rivalries of the three cities' councils, and thus maintains at least some measure of control. Aside from the councils, each elven city has a house for each role and task in their society. The noble, wizard, and ranger houses are the most powerful and prestigious.

Classes: Druids, fighters, paladins, rangers, and wizards are the most common. Wild Elves are usually barbarians.

Recommended Skills: Bluff, Craft Weapon, Craft Armor, Heal, Hide, Intimidate, Lore, Listen, Move Silently, Search, Spellcraft, Spot

Recommended Feats: Alertness, Craft Wand, Deflect Arrows, Dodge, Great Fortitude, Improved Unarmed Strike, Point Blank Shot, Skill Focus (Lore), Skill Focus (Move Silently), Two-Weapon Fighting, Weapon Focus (dagger, handaxe, longbow, longsword, quarterstaff, shortbow, spear)

Names:

-Sithican Male Names: Aramil, Aust, Avonathalonus, Eberk, Enialis, Falindrithan, Heian, Hemo, Ivellios, Jahran, Kardanon, Laucian, Lothas, Maravallon, Pellarin, Quarion, Quimathon, Ruric, Silvanas, Terevalis, Thamior, Tharivol, Veit

-Sithican Female Names: Aleaha, Anastrianna, Antinua, Artin, Diesa, Drusila, Felosial, Ielenia, Ilde, Ladine, Lia, Lisindrela, Maleesa, Nemetranee, Qillathe, Raenavalona, Roselenna, Serinda, Silaqui, Telisina, Thyanel, Valanthe, Xanaphia

-Sithican Surnames: Althonos, Caladon, Calostin, Dralathalas, Kaldeist, Lanthaloran, Oakleaf, Rathenas, Starbreeze, Takmarin

-Sithican Houses: Advocate, Cleric, Gardener, Mason, Metalline, Mystic, Noble, Protector, Ranger, Servitor, Wizard, Woodshaper

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer IV, Dragonlance 3rd Edition Campaign Setting
« Last Edit: April 14, 2012, 03:27:24 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #20 on: January 21, 2007, 12:59:06 AM »
Tepest

Map by Jester of the Fraternity of Shadows

Cultural Level: Early Medieval

Climate: Temperate

Terrain: Forest and hills

Major Settlements: Briggdarrow, Kellee, Viktal

Population: 15,500 (Approximately 3,000 goblins)

Races: 99% Human, 1% Other

Languages: Tepestani, Darkonese, Goblin, Sylvan, Vaasi

Religions: Belenus, Ezra, Bane

Government: Aristocratic and theocratic independant settlements

Ruler: none

Currency: no currency, trade conducted through barter

Resources: barley, wheat, oats, turnips, potatoes, pears, sheep, goats, hogs, dairy, sturgeon, pike, peat, timber, gypsum, beer

Diplomacy: Tepest's isolation, even prior to the Great Upheaval, has kept it from having extensive contact with other nations. The nation's only contact with the outside world are through the East Timor Road and South Dnar River, both leading into Nova Vaasa. Tepest's forests hold a fearsome reputation that discourages travel along the East Timor Road, and the recent paranoia and hysteria sweeping through the nation give few outsiders any reason to conduct business with Tepest. There is limited trade with Nova Vaasa.

The Folk: Tepestanis are muscular and handsome, if a bit short. Their fair skin often has freckles. Eye color is typically green or blue. Hair color ranges from strawberry blond to brown, though most are redheads. Men cut their hair just above the shoulder while women grow their hair to exceptional lengths. Most men have beards and moustaches. Tepestanis wear clothing that is simple and durable. The men wear trousers and baggy shirts and the women wear long skirts and blouses. Both wrap themselves in dense, layered furs during the winter. Clothing colors tend to be earth tones such as brown or dark green.

The Tepestani take pleasure in hard work and the simple joys of life, such as family, food, and music. While they consider toil and hardship to be sacred facets of life, they are also a passionate people. The typical Tepestani calendar has many festivals and holidays featuring song, dance, and spirits. The Tepestani are also extremely superstitious and fearful, moreso than even the Barovians. They are particularly terrified of the goblins that infest Tepest's forests, whom the Tepestani refer to as "little beasties." They also greatly fear the fey. They view all of the inhabitants of the forest as unholy magical beings bent on destroying civilization. While the Tepestani used to huddle in fear from these monsters, they now respond with sword and flame, led in their crusade by the clerics of Belenus. The Tepestani have begun to see signs of evil everywhere, even amongst their families and friends. This paranoia has caught a few malicious creatures, but has destroyed a great many innocents in the process.

The Law: The people of Tepest are united by their culture, rather than by a formal government. Each settlement is independantly administered by a council of wealthy elder males. They govern with relative impunity, though they only act when in unanimous agreement. The clerics of Belenus have a significant influence of these councils in most settlements, an influence which has grown in recent years, as the crusade to save Tepest from evil has intensified. The clerics root out suspected evildoers and quickly convene tribunals to interrogate and sentence them. These hasty trials often cause a domino effect of accusations as the guilty try to shift the blame to others. The head of the Church of Belenus is Wyan of Viktal. He is a severe man who unflinchingly takes drastic measures when cleansing a village of evil.

Classes: Fighters and rangers are the most common. Rangers typically choose goblins as their first favored enemy, with fey being their second choice. Tepestani clerics worship Belenus almost exclusively, and serve the Inquisition in its quest to rid the world of evil. Paladins serving Belenus are uncommon, but are increasing in numbers in recent years. Bards are traditionally the historians of Tepestani culture, responsible for maintaining an oral history of his or her community, thus each settlement has at least one bard. Sorcerors are rare, while wizards all but unheard of. The Inquisition views practitioners of arcane magic as in league with the fey and thus evil and unholy. Rogues are not welcome among the Tepestani. Other classes are not known among the natives.

Recommended Skills: Animal Empathy, Bluff, Craft Armor, Craft Trap, Craft Weapon, Heal, Listen, Lore, Perform, Spot

Recommended Feats: Alertness, Great Fortitude, Skill Focus (Lore), Toughness, Weapon Focus (throwing axe)

Names:

-Tepestani Male Names: Abban, Berrin, Brion, Brock, Brogan, Calvagh, Cassair, Colm, Cormac, Cobb, Cuinn, Declan, Dermot, Desmond, Donal, Donagh, Dougal, Eamon, Ellis, Ernan, Eunan, Fearghal, Fergus, Fian, Finn, Garvan, Gilligan, Hewith, Keane, Kevin, Killian, Lawton, Liadan, Lochlan, Loman, Mullen, Murtagh, Murray, Murphy, Nashe, Neil, Nealon, Ogan, Onghus, Oran, Oscar, Ossian, Patrick, Rafe, Reardan, Rion, Ronan, Rory, Ross, Rowan, Seamus, Shea, Tiernan, Torin, Ultan, Whitten, Wyun

-Tepestani Female Names: Aisling, Ana, Blinne, Breda, Brigid, Brona, Bryonna, Canice, Cara, Darina, Derval, Doreen, Deirdre, Eileen, Enya, Evgren, Evlin, Finnat, Fiona, Fionella, Hespra, Jocelyn, Kaylin, Keeva, Keira, Kira, Maeve, Maren, Maureen, Melissa, Moira, Molly, Muriel, Myrna, Nemon, Nessa, Nora, Noreen, Orla, Rathnait, Renny, Riona, Rosaleen, Rose, Sheeva, Siobhan, Slaney, Sondra, Tallula, Tara, Teafa, Tressa, Una

-Tepestani Surnames: Aiken, Anglum, Armitage, Athey, Baggett, Bain, Baird, Ballagh, Barrett, Beatty, Bernan, Berrigan, Beyers, Blaire, Blake, Blevins, Boland, Bolger, Bourns, Brann, Brislane, Brosnan, Brynnock, Bourke, Byrne, Callahan, Clune, Cochrane, Colgan, Collings, Conaghan, Connolly, Conroy, Corliss, Cornynn, Corrigan, Cosgrove, Crowley, Cullen, Darby, Darragh, Davoran, Dempsey, Dillon, Doherty, Donlan,  Doyle, Egan, Fallon, Farnan, Fitzpatrick, Gallivan, Gavaghan, Gilbride, Glennon, Guinness, Healy, Hennessy, Hough, Kilbride, Kilcash, Kilcullen, Kilgannon, Kilgore, Kilkelly, Lanaghan, Lennox, Lydon, Lynagh, Lynam, Lynch, MacAindris, MacAteer, MacAuley, MacCiochain, MacCochlann, MacCruddan, MacCune, Malone, Nolan, O'Bannon, O'Blighe, O'Boyle, O'Camdhain, O'Carolan, O'Casey, O'Cassidy, O'Connattan, O'Connell, O'Conor, O'Creedan, O'Cunnigan, O'Daly, O'Discin, O'Donaghue, O'Donnell, O'Donavan, O'Dugan, O'Driscoll, O'Dwyer, O'Faherty, O'Farrell, O'Finan, O'Flynn, O'Foley, O'Hagen, O'Halloran, O'Hanlon, O'Hanrahan, O'Hart, O'Herlihy, O'Hearn, O'Horrigan, O'Keane, O'Keefe, O'Kelaghan, O'Leahy, O'Leary, O'Mahony, O'Neill, O'Reilly

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer V
« Last Edit: April 21, 2012, 02:12:09 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #21 on: January 21, 2007, 01:10:51 AM »
Valachan

Map by Jester of the Fraternity of Shadows

Cultural Level: Medieval

Climate: Temperate

Terrain: Forests and Hills

Major Settlements: Helbenik, Rotwald, Ungrad

Population: 19,100

Races: 97% Human, 2% Gnome, 1% Other

Languages: Vaasi, Mordentish, Gnome, Sithican

Religions: Yutow, Ezra, Hala

Government: Aristocratic Monarchy

Ruler: Baron Urik von Kharkov

Currency: pantherhead (gp), cateye (sp), claw (cp)

Resources: Wheat, barley, hops, cherries, apples, peas, flower bulbs, hogs, sheep, dairy, salmon, trout, timber, furs, gold, copper, bows, furniture

Diplomacy: Hostile towards Sithicus and Verbrek. No formal diplomatic relations with any other nation, but trade exists between Valachan and Mordent.

The Folk: The Valachani are tall and muscular, with wide shoulders and long, sturdy limbs. Skin color is a dark coffee brown, though it can range from a creamy tan to a charcoal black on occasion. Eye color is almost always dark brown, but every once in awhile an odd individual with bile-yellow eyes is born. Hair is glossy black and worn long and straight by both genders. Men never grow facial hair, though many grow long sideburns. Clothing is durable and simple, with both genders preferring to dress in loose trousers and tunics often decorated with fringe and animal teeth. Faded black and white are their favorite colors, accented with bold reds, greens, and blues. Footwear consists of knee-high soft leather boots that are worn throughout the year.

The Valachani are a stalwart people accustomed to a rustic life in the nation's eerie forests. They personify the forest animals in their myths, with their greatest reverance--and fear-- for the panthers, which are numerous and notoriously cunning. Valachani value perserverance and strong family ties but tend to be suspicious of "book learning" and the trappings of more advanced nations. To the Valachani, anyone who does not know how to shoot a bow or survive in the wilderness is less than a whole person. Despite their individualism, they are a social people with exceedingly complex rituals for life's milestones, including birth, coming of age, marriage, and death. Lengthy festivals mark these events in Valachan's settlements. Handcrafted gifts are exchanged and wealthy Valachani attempt to outdo one another by obtaining the best foodstuffs and entertainment.

The Law: Valachan's ruler, Baron Urik von Kharkov, is a cold man who values obedience and his own privacy above all else. This stern aloofness does little to endear him amongst his subjects, but the Valachani have learned to pay their taxes dutifully and thereby avoid the Baron's attention and infamous temper. The baron occasionally demands petty servitude from random commoners, summoning them to Castle Pantera for a single night. These one-time servants often return infected with the White Fever, a mild but debilitating flu that strikes many Valachani throughout their lives. Each year von Kharkov forcefully takes a young Valachani woman as his bride; to date, none of these women have lived more than a year as his wife. These sinister facts only heighten the Valachani's fear of their ruler and feed rumors that he is truly some inhuman monster.

Von Kharkov's private army of enforcers, the Black Leopards, collect his taxes and captures anyone unfortunate enough to anger him. Each of these enforcers is expertly trained in swordsmanship and wilderness survival, and they sadistically and fanatically serve the baron. They are commanded by the mysterious Lady Adelaide, often referred to as the Veiled Mistress. Adelaide seems to share the same appetite as von Kharkov, and is known to be arrogant and vicious. She can be bribed by the offering of a handsome male youth, who usually emerges scarred without and within from the mistress's wicked attentions.

Despite the oppresive presence of the Black Leopards, life in Valchan is relatively peaceful. The nobility administers justice and arbitrates disputes, and corruption is rare. Nobility is hereditary through the mother's side, and men instead of women marry outside of their families. Although tradition states that nobles be respected and deferred to because of their wealth, commoners do not tolerate incompetance or weakness in their betters. Nobles who lack the guile to defend their positions are eliminated and their assets divided up among the remaining nobles. To the Valachani, serving in a settlement's militia is both honorable and profitable, as the nobles reward excellent service with wealth, titles and arranged marriages.

Classes: As Valachan is a wild land, rustic classes such as barbarians, druids, fighters, sorcerors, and especially rangers are common. Rangers and barbarians in particular are held in high regard as the defenders and providers for their villages; their ability to survive in Valachan's eerie woodlands is seen as especially worthy of praise.  Although the tales of bards are well-liked, Valchani tend to regard the musicians as shiftless fops and lazy vagabonds, and keep close watch on them to ensure they pull their own weight within the community. Clerics have some respect among the common folk, but those who proselytize to vigorously have a tendency to vanish. Druids are more common and are less likely to disappear than clerics. Sorcerors are fairly common but are vilified for their unnatural talents. Wizards and Sorcerors both are often arrested or executed by the Black Leopards.

Recommended Skills: Craft Trap, Craft Weapon, Hide, Move Silently, Spot

Recommended Feats: Alertness, Improved Critical, Point Blank Shot, Warding Gesture (fey, shapechangers, undead), Weapon Focus (composite longbow)

Names:

-Valachani Male Names: Aksell, Arkin, Audun, Brand, Davin, Egil, Erik, Jens, Mikkel, Mogens, Morten, Nils, Oleg, Ragnar, Rurik, Skjøld, Stefan, Trigue, Varik

-Valachani Female Names: Aleksia, Andras, Birget, Dakin, Faiga, Falda, Grette, Katarine, Kristen, Liese, Magna, Nissa, Rakel, Reidun, Saffi, Semine, Sula, Unni, Vanja, Ylwa

-Valachani Surnames: Aamodt, Amundsen, Arup, Bakken, Birknes, Bjoenkaer, Bjørlo, Böcklin, Brøgger, Daehle, Dybendahl, Eftevang, Engen, Fjortoft, Frethheim, Gjeldnes, Grieg, Grimsmo, Haarland, Hagen, Hanevold, Ingstad, Kaland, Kjeldaas, Kvarme, Ljoekelsoey, Lövborg, Malmros, Mostue, Mykland, Naustvik, Nyberg, Omholt, Ostenstad, Rasmussen, Ratkje, Sandvik, Siversten, Sjøvold, Skarsgard, Skovgaard, Svendson, Tveit, Ulving, Wikborg, Ytterhus

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer IV
« Last Edit: April 14, 2012, 03:28:29 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #22 on: January 21, 2007, 01:16:44 AM »
Vechor

Map by Jester of the Fraternity of Shadows

Cultural Level: Classical

Climate: Warm

Terrain: Forests, Hills, and Swamps

Major Settlements: Abdok

Population: 15,900

Races: 99% Humans, 1% Other

Languages: Vechorite

Religions: None. Vechorites acknowledge their king as a god but do not worship him.

Government:Ochlocratic despotism

Ruler: Easan the Mad

Currency: wildcrown (gp), wildorb (sp), wildpenny (cp)

Resources: Rice, millet, cassava, cotton, bananas, sugarcane, cacao, coffee, tea, rubber, gums, spices, vanilla, cattle, tuna, shrimp, turtles, pearls, timber, gold, silver, gems

Diplomacy: Expanded trade with Darkon and Nova Vaasa. No formal or military relations with any other nation.

The Folk: The lean, athletic people of Vechor tend to have dusky complexions ranging from an olive-tinged light tan to a deep bronze. Their deeply set eyes are either an intense blue or green, or, more rarely, a startling gold or silver. Vechorite hair is straight and unruly, with color ranging from honey-blond to flat black. Most Vechorites work their long locks into a cascade of fine braids. Men grow small, neat mustaches but do not grow beards. Clothing is light, to provide the wearer with mobility and keep him cool in Vechor's muggy climate. Both genders favor short skirts and tunics that are worn over the left shoulder and belted at the waist with a sash. Simple sandals are the preferred footwear. Men's clothing colors consist of white, beige, or gray, while women dress in floral colors such as pale reds, oranges, yellows, pinks, and violets. Jewelry is popular among both genders, especially bracelets and necklaces; gold, silver, gems, shell, bone, and wood are all used in equal measure. Every Vechorite bears the brand of an "E" on the forehead, written in the local language. This is done voluntarily as an honorific for their king.

Vechor's weather and landscape are disturbingly unstable. Snowstorms blow through during the summer. Forests rearrange themselves at random. Streets twist and turn differently each time they are traversed. The sky changes colors and the sun and moon appear to change size. Despite this unnerving strangeness, Vechorites are a warm and content people. They take simple joy in farming, fishing, hunting, and handicrafts. They are notoriously fickle, however, and tend to act out of emotion or impulse rather than rationality. It is no secret that Vechor's king is hopelessly mad. The Vechorites believe that the land is both an extension and reflection of their ruler. Thus, they do not find it surprising that Vechor can seem as insane as their king. Their response is to simply take the mayhem in stride. Particularly startling changes in the landscape are considered omens of the king's mood.

The fluid nature of the land has touched its society as well. There are few social restrictions or barriers and virtually no taboos. Class structure is loose, and both genders are considered equal. The strong dominate the weak with little fear of reprisal. The only enduring social custom seems to be marriage, which is considered a sacred symbol of stability. Widowed men and woman do not remarry, and unfaithful spouses are executed.

The Law: Vechor is ruled by Easan the Mad, a reclusive wizard-tyrant. His reign is supported by a firm conviction among the Vechorites that he is divine. According to them, Easan has ruled for eons. He is never seen in public, and his opulent palace in Abdok stands silent. It is rumored that the king spends most of his time in a mystical dwelling beyond the Cliffs of Vesanis in the east, cackling madly and listening to the whispers of ancient evils.

Vechor has no formal law, only an unspoken code of loyalty to Easan. Although Easan's presence is barely felt in everyday life, none dare speak against him. Those who speak words of rebellion vanish without a trace, never to be seen again. Vechor's settlements have no civil or criminal authorities. Violence and theft are repaid with brutal mob justice; lynchings are carried out in the streets, the offenders hacked to death with blades. There are no militias in Vechor, but all young men are trained in hunting and combat.

Classes: Druids, fighters, rangers, sorcerors. Other classes are unknown here.

Recommended Skills: Intimidate, Lore, Warding Gesture

Recommended Feats: Dodge, Improved Initiative, Iron Will, Quick Draw, Weapon Focus (kukri)

Names:

-Vechorite Male Names: Abercius, Adranos, Aeacus, Aelianus, Agrippa, Aloysius, Ambrosius, Angelus, Aquilius, Augustus, Aurelius, Barbatus, Bartolomaeus, Bellus, Brutus, Caesar, Caldus, Caligula, Calvinus, Carnifex, Cicero, Claudianus, Constantius, Corvinus, Crispus, Cyprianus, Damasippus, Didacus, Dominicus, Eborius, Emeritus, Eugenius, Falconius, Felix, Festus, Flavian, Gaius, Gessius, Hadrianus, Helvius, Hortensius, Italicus, Jovinus, Julian, Justinianus, Laevinus, Lentulus, Ligustinus, Lucretius, Magnus, Marcellus, Martinus, Mercator, Narcissus, Neneus, Nero, Novatian, Octavian, Paetus, Peregrinus, Philippus, Pilus, Placidus, Porphyrius, Primus, Quartinus, Receptus, Regulus, Remus, Romulus, Sabinus, Scipio, Seneca, Sidonius, Sigilis, Silus, Synnodus, Tacitus, Tertius, Tiberinus, Tyranus, Ursinus, Valentinian,    Vestorius, Vitulus

-Vechorite Female Names: Aeliana, Amalthea, Astia, Camilla, Carina, Cinna, Cloelia, Cordelia, Crescentia, Cypria, Decima, Dinysia, Dulcilla, Emelia, Emerentiana, Erigena, Estella, Eubia, Eutropia, Felicia, Flora, Fontia, Gaea, Gloria, Gnaea, Graecina, Grata, Hilaria, Honora, Hypatia, Iana, Idonea, Ingenua, Innocentia, Januaria, Jovina, Juliana, Lanilla, Larina, Laureola, Laurina, Lavinia, Lepida, Licinian, Livigena, Longina, Luciana, Lucilla, Lucina, Lupula, Mallea, Mamaea, Mariana, Marina, Martina, Matrona, Maximilla, Messina, Metella, Milvia, Naissa, Nobilioris, Occia, Ocresia, Olivia, Panthea, Peregrina, Petraea, Phrygia, Planasia, Plotina, Pompeia, Porcella, Prenestina, Priscilla, Regina, Rhea, Sabina, Salonia, Saturnina, Selene, Serena, Severiana, Silvia, Thena, Tiberia, Ursula, Velvinna, Veronica, Vibidia, Victoria, Viventia, Volumnia

-Vehorite Surnames: Aegidius, Aelius, Annaeus, Antonius, Arius, Artorius, Axius, Baenius, Barrius, Bruccius, Bruttius, Caelius, Caesius, Caledonius, Calpurnia, Cassius, Clovius, Cordius, Decimius, Dexius, Egnatius, Equitia, Fabricius, Fadia, Faustus, Floronius, Fulvia, Galerius, Gavius, Herminius, Horatia, Iulus, Juventius, Laetonius, Lampronius, Licinia, Longus, Lucius, Lutatius, Mallius, Maximius, Milonius, Nemetorius, Neratius, Nipius, Nonius, Occius, Octavius, Orestilla, Petellius, Petreia, Petronius, Piscius, Placidus, Platorius, Pomponius, Publicius, Quintius, Rufus, Sabidius, Salvius, Secundius, Septimius, Sertorius, Sidonius, Silius, Silvianus, Terentia, Titinius, Valerius, Vesuvius, Victricius, Vipsanius, Vitruvius

Source: Ravenloft 3rd Edition Campaign Setting
« Last Edit: April 27, 2012, 09:46:58 PM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #23 on: January 21, 2007, 01:22:38 AM »
Verbrek

Map by Jester of the Fraternity of Shadows

Cultural Level: Medieval

Climate: Temperate

Terrain: Forests, Hills, Swamps

Major Settlements: Fylfot, Alyssum

Population: 830

Races: 97% Humans, 1% Half-Elves, 1% Half-Vistani, 1% Other

Languages: Mordentish, Balok, Vaasi, Sithican

Religions: The Wolf God, Hala, Ezra

Government: Independant gerontocratic settlements and farms

Ruler: None

Currency: no currency, trade conducted through barter

Resources: Oats, barley, hops, cabbage, potatoes, peppers, cattle, hogs, chickens, dairy, mushrooms, timber, furs, beer, clay

Diplomacy: Verbrek has no formal relations with any of its neighbors, though trade does occur.

The Folk: Verbrekers are short, sturdy, and muscular. Skin tones range from fair and freckled to light tan. Eye color is usually blue or green. Hair color ranges from honey blonde to light brown, with the occasional auburn. Both genders keep their straight hair long and unstyled. Men prefer to keep their hair at shoulder length, and grow mustaches and beards. Clothing is simplistic and functional; men wear trousers and tunics while women wear blouses and long skirts slit up to the thigh. Hooded cloaks are commonly worn by both genders. Typical garment colors consist of greens, whites, beige, and browns. All Verbrekers carry a hatchet and knife at all times.

While Verbrekers are at home in the wilderness, it would best be described as an uneasy truce. They have a healthy respect for nature, but it is tempered by a fear of nature's savagery. They stoically attempt to establish a small piece of civilization along Verbrek's rivers, though they realize that in a battle between man and nature, nature is likely to be the victor. They value basic survival skills and are easily angered by city folk who risk everyone's well-being through their recklessness or ignorance.

Verbrekers realize they are not the true masters of their homeland. Verbrek belongs to the werewolves, who have their own brutal tribal society. Verbrekers, raised on wolf myths and the occasionaly encounter with the lycanthropes, fear werewolves and avoid them at all costs.  Every once in a while, during a full moon, a lone victim of werewolves is heard screaming in the darkness. Verbrekers respond by simply double-checking their locks and thanking the gods that they aren't the ones who are victims that night.

The Law: Verbrek has no centralized authority or regional government. Each settlement is ruled by a council made up of the oldest male from each household. Most of these councils are democratic, with disputes settled by majority votes. Petty rivalries are uncommon, because survival, not power, is on the minds of Verbrek's patriarchs. Since the settlements are too small to have militias, all young men are trained in combat, both armed and unarmed.

Verbrek's werewolves have a cruel and savage culture, but the details are unknown to most of Verbrek's human population. Werewolves attack only occasionally, despite the fact that they vastly outnumber the human population and could easily slaughter them all. The reason for this is unknown, though the Verbrekers are thankful nonetheless. The werewolves are said to worship a deity known only as The Wolf God, a primeval force of fury and carnage. Tales of moonlit sacrifices, blasphemous beast rites, and frenzied ritual hunts are common among the Verbrekers.

Classes: Druids, fighters, rangers and sorcerors are the most common. Druids and rangers act as emissaries between nature and humanity, promoting respect and caution towards the wilds. Fighters follow a less spiritual path, preferring tactics that provide an edge in the forest landscape. Sorcerors are relatively common here, and Verbrekers believe that the forests themselves touch these souls with eldritch power to protect humanity from the dangers of nature. Barbarians are uncommon, but not unheard of among the werewolves and toughened wanderers who dwell deep within the forests. Other classes are curiosities or outlanders far from civilization.

Recommended Skills: Craft Trap, Craft Weapon, Heal, Hide, Listen, Move Silently, Spot

Recommended Feats: Alertness, Dodge, Great Fortitude, Point Blank Shot, Warding Gesture, Weapon Focus (battleaxe, dagger, handaxe, longbow, longsword, quarterstaff, spear, throwing axe)

Names:

-Verbreker Male Names: Agnan, Cadoc, Drenig, Ehoarn, Gilduin, Herveig, Jaoven, Kerrian, Maugan, Privael, Riwallan, Sklaer, Teyrn, Vonig, Youenn

-Verbreker Female Names: Aven, Biganna, Enora, Flamenn, Goulvena, Joela, Kavanenn, Lennig, Maiwenn, Nevena, Paola, Rivanon, Sisilia, Vouga, Yuveot

-Verbreker Surnames: Aelfing, Aelli, Aescwine, Angeltheow, Angenwit, Baeldaeg, Bedca, Beorthing, Caedbaed, Cerdic, Cweldgils, Cynewald, Ealding, Ealdrith, Eanferth, Eomer, Eoppa, Esla, Frithugar, Hrothmund, Hryp, Offa, Saefugl, Saexnaet, Sigefugel, Sigegeat, Swebdaeg, Sweppa, Trygils, Uxfrea, Waegdaeg, Wecta, Westerfalca, Wihtlaeg

Sources: Ravenloft 3rd Edition Campaign Setting, Ravenloft Gazetteer IV
« Last Edit: April 14, 2012, 03:29:15 AM by Bluebomber4evr »


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Re: Native PC info thread
« Reply #24 on: February 18, 2008, 09:14:20 PM »
The Amber Wastes Cluster

Har’Akir

Cultural Level: Bronze Age

Climate: Tropical

Terrain: Deserts, hills, mountains

Major Settlements: Muhar

Population: 600

Races: 99% Human, 1% Other

Languages: Akiri, Pharazian

Religions: Akiri (Egyptian) Pantheon

Government: Theocracy

Ruler: Snefru, high priestess of Osiris

Currency: no currency, trade conducted through barter

Resources: wheat, millet, flax, beans, dates, figs, sheep, goats, cattle, camels, iron, salt, gypsum, talc, cloth

Diplomacy: brisk trade with nomads from Pharazia. Little contact with other nations

The Folk: The Akiri people are short and wiry. Their skin, weathered from the hot desert sun and winds, varies in color from bronze to brown. Eyes are brown and hair is either brown or black. Men never grow facial hair and often shave their heads. Both genders wear long, loose robes of white cloth, and wear a headcloth that can be draped across the face during sandstorms. Sandals are the customary footwear of Har'Akir. Both men and women wear pigments of gold, azure and black around their eyes, and women often stain their hands with henna.

They are a cautious folk, suspicious of outsiders though not hostile towards them. They are quiet and sad, even amongst themselves, as if they bitterly remember a time of glory and nobility that has long since passed. They express fear and regret over their last pharoah, Ankhtepot, who they claim sleeps nearby in his tomb in the mountains. Of all the Akiri gods worshipped here, it is Osiris who gets the most reverence. As the god of both life and death, the Akiri try their best to please Osiris by adhering to the principle of "ma'at," a philosophy that dictates a cosmic order to everything. Those who live by the principle of ma'at may be admitted to paradise in the afterlife. The Akiri beleive that the dead require their bodies and possessions in the afterlife, so much importance is placed on funerals and their rituals. Even entering a sealed tomb is considered a profane act among the Akiri, and graverobbing is an unspeakable crime.

The Law: Har'Akir was once ruled by the pharoahs, kings who claimed to be descended from the sun god Ra. Those days came to an end with the tragic life and death of Ankhtepot, the last pharoah. Today, the clerics of the Akiri gods rule the populace. The lone settlement of Har'Akir, Muhar, is ruled by Snefru, the high priestess of Osiris. Outside the village is a lawless wasteland of brigands and desert hazards. Slavery is an accepted instituion here, and the most common form of punishment for criminals is enslavement. Slaves can perform various tasks from household chores to heavy labor.

Classes: Clerics, fighters, and wizards are common here. Sorcerors are rare. Other classes are unknown amongst the natives.

Recommended Skills: Bluff, Lore

Recommended Feats: Spell Focus (Necromancy), Weapon Focus (short sword, spear)

Names:

-Akiri Male Names: Ahhotpe, Ahmose, Amenakht, Amenemopet, Ankhef, Apophis, Bakenkhonsu, Bakenmut, Djedhor, Djehuty, Djhutmose, Genubath, Hapu, Haremakhet, Heqaemeheh, Hor, Horemheb, Imhotep, Iu-Amun, Kha'y, Khnumhotep, Khonskhu, Maakha, Ma'nakhtuf, Menmet-Ra, Merenptah, Mokhtar, Mose, Naga-ed-der, Nebankh, Nebimes, Nebnefer, Nefermaet, Nes, Nespaherenhat, Pakheter, Pa-Siamun, Penmaat, Prahotpe, Ptahhemhat-Ty, Rahotep, Sabef, Seneb, Sennufer, Sethnakte, Si-Mut, Snefru, Tefibi, Teti-en, Tymisba


-Akiri Female Names: Amosis, Asenath, Baktre, Beketaten, Duathor, Henenhit, Hentempet, Henut, Hetepheres, Hrere, Inhapi, Ipip, Ipu, Isetemkheb, Isiemkheb, Kem, Kutenptah, Maatneferure, Maharet, Mehetweshkhet, Mekhare, Meryt, Mutemhab, Nebefer, Neferet, Neferu, Nitetis, Nodjmet, Nofretiri, Nubkhaes, Rai, Reddjedet, Reonet, Sebtitis, Senet, Senmonthis, Shesh, Sitkamose, Sitre, Sobekemshaf, Tabes, Tabesheribet, Tahpenes, Takhat, Tiaa, Weret

Source: Ravenloft 3rd Edition Campaign Setting
« Last Edit: February 19, 2008, 03:51:43 PM by Bluebomber4evr »


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