You have been taken by the Mists

Author Topic: Native PC info thread  (Read 79494 times)

Bluebomber4evr

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Re: Native PC info thread
« Reply #25 on: February 18, 2008, 11:12:06 PM »
Pharazia

Cultural Level: Early Medieval

Climate: Tropical

Terrain: Deserts

Major Settlements: Phiraz

Population: 10,200

Races: 99% Human, 1% Other

Languages: Pharazian

Religions: None. Pharazians revere Diamabel, the beauteous ruler of Pharazia, as a divine being, though he has no temples or clerics

Government: Moralistic Despotism

Ruler: Diamabel the Righteous

Currency: penance (gp), reproach (sp), blessing (cp)

Resources: wheat, barley, rice, millet, flax, melons, citrus, peas, beans, eggplant, figs, dates, coffee, camels, sheep, goats, cattle, cloth

Diplomacy: Diamabel and his subjects have a dim view of outsiders, and have little to no contact to anyone beyond the city of Phiraz. The nomads of Pharazia's vast tracts of desert engage in trade with the people of Har'Akir, however.

The Folk: Pharazians are generally considered handsome and trim, with angular features and skin tones ranging from light olive-tan to a dusky bronze. Eye color is almost universally dark brown, though occasionally a child is born with jet-black eyes. Children with this eye color are considered a bad omen and are often killed at birth out of superstitious fear. Hair color is universally black, with men cutting theirs short while women grow theirs exceptionally long. Well-groomed facial hair is common among men. Typical Pharazian clothing consists of long, loose robes over trousers or skirts, plus traditional head cloths worn out of both modesty and practicality, as protection from the blistering sun and wind-blown sand. Women conceal their hair under shawls and their faces beneath veils in public. Typical footwear consists of sandals or slippers. Pharazians do not wear makeup or jewelry in public, as it is considered vulgar.

Diamabel's strict moral doctrines have made the Pharazian people tense, reserved, and mindful of their own words and deeds. Moral purity is paramount to them, though more out of tradition and fear than out of spiritual conviction. The peoples' speech often carries a palpable anxiety, as if they are fearful of uttering the wrong words. And these fears are not unfounded. Diamabel's confessors are vigilant for those who would stray from the fold. Pharazians will eagerly betray an offender to the confessors, if only to gain a brief respite for themselves from the confessors' watchfulness.

Deep in the sandy wastes, however, the desert nomads refuse to submit to Diamabel's laws. These hardy wanderers are always on the move, pitching their vividly colored tents in a different spot each night. The nomads are considered heretics by the people of Phiraz, for the nomads insist Diamabel is no divine being, but instead a corrupted mortal creature. Led by Sheikh Allahn el Rashaan, the nomads wear distinctive black robes and ride sleek horses and camels in their crusade against Diamabel.

The Law: Diamabel rules Pharazia with an unforgiving hand, demanding that his subjects submit to his demands with nothing less than perfect obedience. Diamabel is a pale, angelic creature with feathery wings and a blazing countenance. Pharazians believe he is a celestial sent among them to teach right word, thought, and deed. There is no god at the center of these commandments, only purity for its own sake. There are certain activities that must not be undertaken, foods that must not be eaten, words that must not be uttered, and thougts that must not be pondered. Two hours of prayer are required each day for the penitant to reflect on their crimes and resolve to be obedient. The people are required to report infractions of the law of prayer.

Diamabel's laws are enforced strictly, without ambiguity or leniency. Subjects are either obedient or wayward, and the latter are punished harshly for their sins. Confessors, wearing pure white robes and wielding wicked scourges, patrol the streets of Phiraz escorted by armed warrior-zealots. The confessors are ever vigilant for errant souls, who are expected to repent and submit to brutal lashings. Naturally, the most brutal of Phiraz's citizens find their calling as confessors. The confessors have absolute discretion in meting out punishment, as their mandate comes from Diamabel himself. The worst transgressors are slain in the night by the Black Herald, a terrifying spectre rumored to be the embodiment of Diamabel's vengeance.

The nomads of Pharazia's desert are loyal to Sheikh Rashaan, who leads by virtue of his charisma, wealth, and battle prowess. Although they are sworn enemies of Diamabel, they have their own strict code of laws, and punishments no less severe than Diamabel's for breaking them; violent criminals and traitors are horrifically maimed and left in the desert to die. The nomads do not disdain the aid of outsiders, but they are a shifty, treacherous bunch. While their main goal is ridding the land of Diamabel and surviving the desert, they will not hesitate to kill those who disagree with them and their methods. They claim to know a sure method to bring about Diamabel's destruction, but will not share it with outsiders.

Classes: Barbarians, fighters, wizards. There are a small group of monks who try to embody Diamabel's edicts through asceticism within Phiraz. Sheikh Rashaan's nomads have a few rangers within their ranks. Sorcerers are rare here. Other classes are unheard of.

Recommended Skills: Influence, Antagonize

Recommended Feats: Expertise, Two-Weapon Fighting, Weapon Focus (Scimitar)

Names:

-Pharazian Male Names: Abbas, Abdul, Abou-ali, Afsharafshin, Akbar, Ali-Naghi, Amir, Arash, Arshia, Assadollah, Azad, Aziz, Babak, Bahram, Behrouz, Bijan, Cyrus, Danush, Davood, Ebrahim, Eshqi, Esma'il, Ezatollah, Faraz, Fardad, Fariborz, Farrokh, Farzin, Fazlullah, Forouq, Ghaffar, Habib, Hamid, Hassan, Hesam, Hooman, Hormoz, Ja'far, Jahangir, Jalal, Kamal, Kamran, Karim, Kaveh, Kayvon, Key-khosrow, Khashayar, Kourosh, Mahmoud, Massoud, Mehdi, Mehran, Mehrzad, Mohammad, Mohsen, Morteza, Nader, Naseem, Nasr-ed-Din, Navid, Nosratdoleh, Parviz, Payam, Pejman, Rahim, Rashid, Reza, Sa'adi, Sa'id, Shahrokh, Vahid, Yashar, Yousef

-Pharazian Female Names: Akhtar, Ashraf, Azita, Bahareh, Banafsheh, Behbaha, Darya, Dina, Elaheh, Ezzati, Fakhri, Farahnaz, Farideh, Farnaz, Farzaneh, Fatimah, Forouzandeh, Ghamzeh, Ghazaleh, Gita, Golnessa, Gordia, Guita, Habibeh, Haideh, Hediyeh, Hengameh, Houri, Iman, Iran-dokht, Ishraqi, Jamileh, Khadijeh, Khatereh, Khojassteh, Khorshid, Kimiya, Laleh, Laqa, Leyla, Lili, Mahdokht, Mahin, Mahrokh, Mahshid, Malakeh, Marjan, Maryam, Mina, Mitra, Mona, Mozhgan, Naghmeh, Nahal, Naniyyih, Nasim, Neda, Niloufar, Noor, Olya, Omid, Pareesa, Pegah, Qudsiyyih, Rana, Reema, Reyhaneh, Riri, Roksana, Roshanak, Ruhiyyih, Salomeh, Samila, Samira, Sanaz, Seeta, Sepideh, Shahin, Shahrzad, Sheyda, Sima, Soraya, Talayeh, Vida, Zara, Zia-Ashraf

-Pharazian Surnames: Abedzadeh, Amir, Amirsadeghi, Awji, Bakhtavar, Bazargan, Dhabihiyan, Ebtehaj, Eftekhari, Fatemi, Gaffari, Haqiqat, Imami, Izadi, Jafari, Kazimi, Khadim, Khatami, Mahallati, Mahmudi, Mihdizadih, Mu'ini, Najafi, Nassiri, Qazai, Rahimi, Sadiqi, Salimpour, Shahriar, Vafa'i, Zahedi

Sources: Islands of Terror, Ravenloft 3rd Edition Campaign Setting
« Last Edit: December 21, 2020, 12:04:43 AM by EO »

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Re: Native PC info thread
« Reply #26 on: February 19, 2008, 02:51:25 AM »
The Frozen Reaches Cluster

Sanguinia

Cultural Level: Early Medieval

Climate: Boreal

Terrain: Forest, Hills, Mountains

Major Settlements: Fagaras, Kosova, Tirgo

Population: 6,300

Races: 99% Humans, 1% Other

Languages: Sanguine

Religions: none

Government: Hereditary Monarchy

Ruler: Prince Ladislav Mircea

Currency: frostmark (gp), chillpiece (sp), nip (cp)

Resources: wheat, rye, turnips, onions, reindeer, goats, trout, perch, timber, furs, gold, copper, iron, salt, gems

Diplomacy: No formal contact with any other nation. Sanguinia has had virtually no contact with the outside world for generations. Hunters have only recently discovered a pass into Vorostokov to the southeast, but the large, vicious wolves that prowl the wilderness have thus far stymied any contact.

The Folk: Sanguinians are a rugged people, strengthened by a lifetime of clinging to the frigid mountains. They are generally broad, with wide hips and shoulders and deep chests. They are fair-skinned, although their cheeks are usually ruddy from the freezing air temperatures. Eye color is typically pale blue or gray, and hair color ranges from sandy brown to nearly black. Hair length for both sexes is typically long and wild. Men's beards and moustaches are carefully braided. Typical clothing is thick and durable, being made from multiple layers of hide stitched together with sawdust for insulation. Both sexes wear trousers, shirts and long coats, and often wear round fur hats. Clothing is usually darkly-colored. Boots are studded with iron spikes to provide traction on ice. Snowshoes are used for large expanses of snow.

Since the Sanguinians have managed to survive in such a hostile environment, they have a respect for endurance and practicality. They are honest and straightforward almost to a fault and have no patience for deception or timidity in others. Death comes easily in this land, so life is considered precious. Sanguinians cherish their children, are very expressive fo their emotions, and live life as fully and as robustly as possible. They enjoy music, dance, and romance. A healthy birth is cause for the grandparents to sponsor a week of nightly feasting and dancing. Simple children's rhymes about nature and silly characters are popular even amongst the adults, who sing them passionately through the night. The only things Sanguinians fear are wolves, avalanches, and the bloodthirsty, misshapen vampires known to haunt the lonely mountain passes.

The Law: Prince Ladislav Mircea, a cruel young tyrant, rules Sanguinia with almost casual malice. Few have ever seen the reclusive monarch, though it is rumored that he is incredibly handsome. Although monstrously harsh to those who displease him, Mircea seems to govern solely for his own jaded amusement. He is easily distracted and involves himself with his realm only for as long as it entertains him. He sometimes skulks in Castle Guirgiu for months at a time, much to the relief of his subjects. Mircea levies severe taxes but demands little else from his people. His personal enforcers, clad in ashen coats and wielding battleaxes, usually only emerge from Castle Guirgiu to collect the taxes from each town. Settlements are otherwise left to govern themselves. Typically the most powerful landowners in each village serve on a council with limited seats. These councils are responsible for making broad decisions that affect the whole community, adjucating disputes, and organizing local militias.

Classes: Barbarians, bards, fighters, rangers, and sorcerers

Recommended Skills: Perform, Lore

Recommended Feats; Power Attack, Weapon Focus (battleaxe)

Names:

-Sanguinian Male Names: Andrij, Bogdan, Danylo, Fedir, Gennadi, Hryhorii, Ilia, Ivan, Kostya, Lev, Marko, Mykhailo, Oleksander, Pavlo, Petro, Rhostislav, Roman, Sergei, Stanislav, Stepan, Vadim, Volodymir, Youri

-Sanguinian Female Names: Bohdanna, Iryna, Ivanna, Kilina, Lilia, Lioubov, Malanka, Maria, Marunia, Olena, Palahna, Svitlana, Valentyna, Vita, Zhanna

-Sanguinian Surnames: Andrukhovych, Artiukhov, Balakhonova, Baranovsky, Bazyr, Bezushko, Bialkevich, Bilyk, Bodrova, Borovoi, Bulkovsky, Cheryshova, Danylovych, Dergatchev, Dmitrenko, Dobrydnev, Dziuba, Frankivsk, Govorova, Herasymenkov, Ivankiv, Janchyskyj, Kalyna, Khorobehinski, Klochkova, Kolisnky, Kolpakov, Kosmenka, Kravchenko, Kryzhanovsky, Lavrinenko, Lishchinska, Malinevski, Nedelenko, Osovich, Pavlovych, Poliakov, Pomrenkel, Romanych, Savchuk, Stefaniuk, Teslenko, Varshavsky, Vasylenko, Volovyk, Zadinsky, Zadoinov

Sources: Realm of Terror, Ravenloft 3rd Edition Campaign Setting
« Last Edit: December 21, 2020, 12:05:00 AM by EO »

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Re: Native PC info thread
« Reply #27 on: February 20, 2008, 03:40:12 AM »
Vorostokov

Cultural Level: Dark Age

Climate: Boreal

Terrain: Forests, plains, hills, mountains

Major Settlements: Kargo, Kirinova, Nodvik, Novayalenk, Oneka, Torgov, Voronina, Vorostokov

Population: 1,100

Races: 99% Humans, 1% Other

Languages: Vos

Religions: none

Government: Formerly independent settlements shifting to despotism

Ruler: Boyar Gregor Zolnik

Currency: none, trade conducted through barter

Resources: wheat, beets, potatoes, carrots, onions, reindeer, goats, trout, perch, pike, sturgeon, spirits, furs, timber, resin, iron

Diplomacy: Although the occaisional wanderer has stumbled upon "the valley of eternal winter" from time to time, Vorostokov has by and large remained cut off from the outside world for years. Rangers have recently discovered a pass in the northwest leading into Sanguinia, though grotesque creatures have been sighted descending from the mountains at night, frightening off all but the most bold.

The Folk: The Vos are hearty and stout, with fair skin, brown eyes, and dark hair. Women traditionally tie their waist-long hair into a single braid, while men wear their hair in a variety of styles, from wild, shorn temples, or a topknot. Men typically have facial hair. Vos clothing usually consists of hide shirts and trousers for men and long, layered dresses for women. Both genders wear furs when outdoors. Headwear consists of fur hats for men and shawls and kerchiefs for women. The furs are never dyed. Jewelry is rare, though many women have earrings made of antlers or bone. Snowshoes are almost always used when travelling in the wilderness.

The Vos are generally warm and good humored, but with each passing year of continual winter, their spirits have begun to grow dim. They are resolute in their determination to survive, and they disregard what they cannot change. They prize hospitality and socializing and are inherently suspicious of those who cannot enjoy a strong drink and a hearty laugh. Vos delight in eating, drinking, song, jokes, board games, and tests of might. Sweathouses, lodges where residents can relax amid thick steam, are a cornerstone of culture in Vos villages. Here, men and women alike gather to gossip and enjoy the therapeutic vapors. If the Vos have a weakness, it is their stubbornness and the slowness with which they are stirred to action. Dark streaks of cynicism mar the demeanors of many Vos, and this hopeless fatalism is often drowned in potent liquor.

The Law: Gregor Zolnik, the self-proclaimed boyar of Vorostokov, threatens to draw the entire domain into his grasp. In the past, a powerful warrior or wealth landowner governed each village in Vorostokov, ruling as he saw fit. The boyar organized the region in times of war and collected tribute on behalf of the king's distant court. Since the eternal winter settled over Vorostokov, the region has been in limbo, the settlements unable to establish contact with the monarchy. Zolnik, a master hunter and sadistic bully from the village of Vorostokov, has stepped forward and proclaimed himself the new boyar of the valley. To consolidate his power, Zolnik has gathered a boyarsky, a local band of warriors and thugs. He is now engaged in a brutal reign of terror intended to bring Vorostokov's settlements under his control.

As might be expected, Zolnik has met with stubborn resistance in some villages. His response is always swift and monstrous--the wholesale slaughter of the settlement's hunters and trappers. Starvation has caused more than one village to capitulate to Zolnik's demands, as the hunter offers the game of his huntsmen in exchange for loyalty. Slowly but surely, the boyar's reach is extending from village to village in the frozen valley.

Classes: barbarians, bards, fighters, rangers, and sorcerers

Recommended Skills: Heal, Lore

Recommended Feats: Power Attack, Toughness, Weapon Focus (Greatsword)

Names:

-Vos Male Names:Anatoli, Barak, Baran, Basil, Boris, Dimas, Dmitri, Drago, Fyodr, Garan, Gregor, Karel, Kasimir, Igor, Ilya, Ivan, Josef, Leonid, Markov, Mikhail, Mischa, Nikoli, Orel, Pavel, Pavlov, Pyotr, Rodel, Sergei, Stefan, Victor, Vladimir, Yuri

-Vos Female Names: Chessa, Danica, Fiala, Galina, Jana, Kalina, Kara, Kira, Krista, Lena, Lenora, Lida, Mara, Marya, Marisha, Nadia, Natasha, Neva, Olga, Pavla, Petra, Pola, Raisa, Sonya, Tamara, Tanya

-Vos Surnames: Abelev, Alexandrei, Aznabaev, Bakhvalova, Barabanschikova, Basilevsky, Belikov, Beregovoi, Borzakovsky, Cherchesov, Chernyovskaya, Czartoryska, Demidenko, Dmytryk, Dorogoi, Dzhamgerchinov, Filischkin, Gavrilov, Gergiev, Golubkhov, Gretchaninov, Hvorostovsky, Ilyukhin, Kalinnikov, Kapustin, Kasparkova, Kozyrev, Lebedyenko, Lyapunov, Malenkov, Martinov, Mikhaylichenko, Nelyubova, Nikiforovic, Nizienko, Novakovsky, Oleneva, Ostrovsky, Pobedonostev, Potemkin, Protopopov, Raskolnikov, Rostropovich, Ryzhkov, Serafinowicz, Sidelnikov, Sokolov, Stoljarov, Svetlanov, Tchaikovskaya, Toporov, Zbruyev, Zhukov

Source: Ravenloft 3rd Edition Campaign Setting
« Last Edit: December 21, 2020, 12:05:15 AM by EO »

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Re: Native PC info thread
« Reply #28 on: March 05, 2012, 02:50:25 AM »
Shadowlands Cluster

Nidala

Cultural Level: Medieval

Climate: Temperate

Terrain: Forests, Hills, Mountains, and Plains

Major Settlements: Touraine

Population: 30,000

Languages: Nidalan

Religion: Belenus

Government: Theocratic Monarchy

Ruler: Elena Faith-hold, Knight Protector of Nidala

Currency: blaze (gp), flare (sp), flame (cp)

Resources: wheat, barley, oats, rye, potatoes, hogs, cattle, sheep, dairy, perch, salmon, crayfish, timber, silver, copper, iron, lead, limestone, salt, furniture.

Diplomacy: The Knight Protector discourages contact between her realm and other domains, reasoning that the corrupting influence of outsiders would only taint her subjects. Since Nidala is self-sufficient and somewhat remote, this has not been a problem
in the past. Travelers who do find their way to Nidala are expected to adhere to Elena's decrees, an unlikely prospect since most outsiders are not even aware the laws exist. Thus, residents of other domains often find themselves on the way to Faith Hold's torture pits within days or even hours of their arrival in Nidala.

The Folk: The Nidalans are lean folk blessed with strong limbs and commanding statures. They have smooth, fair skin that is frequently freckled or lightly tanned from working outdoors. A Nidalan's eyes are always an icy blue in color. Their straight hair is usually flaxen to dirty blond, but Nidalans with raven tresses are not unheard of. Men keep their hair trimmed short and grow their mustaches and beards out neatly to match. Women allow the hair to grow long, though rarely past the middle of the back. Clothing is rugged and functional, designed to allow the Nidalans to work easily and shrug off the chill air. Men wear loose shirts, vests, breeches, and high boots, while women don long dresses and aprons over blouses and pin their hair beneath stiff bonnets. Neutral colors such as black, white, and beige dominate Nidalan garb, though bright red accents are common. Jewelry is outlawed in Nidala, as the Knight Protector has decreed it vain and vulgar.

The Nidalans are grim folk exhausted and frustrated by the Knight Protector's endless moralistic decrees. Although they once enjoyed song, dance, and tragic plays, all such activities have been outlawed, leaving the Nidalans to pursue their livelihoods with a perceptible air of gloom. This is not to say that the Nidalans are utterly despondent at all times; rather, a vague, unshakable sense of loss clings to them, as if they feel profound regret. Family gatherings featuring elaborate feasts are central to Nidalan life, even if
the atmosphere has been terse in recent years. Handicrafts are practiced throughout Nidala for recreation as well as profession, and many folk enjoy wood-carving in their spare time.

The Law: Elena Faith-hold, Knight Protector of Nidala, rules her realm through respect, order, and, above all, fear. She is a legendary holy warrior in the service of the sun god Belenus and takes her responsibilities to the faith extremely seriously. Unfortunately, the Nidalans have suffered mightily under her unwavering conviction and tenacity, and they pervert her name as "Elena Strangle-hold" in whispers.

Elena issues weekly Decrees of Faith, commandments and prohibitions that have slowly accumulated into a mountain of a moral code. To enforce her decrees, Elena relies on her knights and clerics, as well as an elaborate network of informants spread through the realm. Mayors officially govern Tourine and smaller settlements, gathering four times a year to discuss matters that affect the entire domain. Most Nidalans recognize these men for what they are: the eyes and ears of Elena.

Those who violate Elena's decrees are punished savagely. Public floggings and maimings are standard sentences, but those with the gall to speak against Elena or Belenus's church are dragged in chains to the infamous torture chambers of Faith Hold. Given this cruelty, Nidala would probably be on the edge of revolt if it were not for a legendary dragon named Banemaw. It is Elena's presence alone that keeps this eldritch wyrm at bay, though he has been known to slaughter rural villages beyond the Knight Protector's reach.

Classes: clerics, fighters, rangers.

Recommended Skills: Bluff, Antagonize

Recommended Crafts: armorsmithing, blacksmithing, carpentry, weaponsmithing

Recommended Professions: farmer, herdsman, lumberjack, miner

Recommended Feats: Power Attack, Weapon Focus (longsword)

Names:

-Males: Aberth, Adwen, Alcuin, Berngal, Bran, Cael, Cathbadh, Cobthach, Cu, Deaghadh, Donn-Ruadh, Dubhdaleithe, Eoban, Etgall, Findabair, Foilleán, Gillacomghain, Gorm-Shuileach, Gwythno, Iduthin, Istoreth, Keir, Kylan, Lachlan, Leith, Liobhan, Mac Da Tho, Maelchwn, Merddyn, Morgund, Muirchú, Natanleod, Nuadha, Oren, Rian, Robhartach, Rowan, Samthainn, Sgoith-Gleigeil, Suanach, Tuaigh, Tyrnon, Vran

-Females: Ailne, Boudica, Briga, Daalny, Duineachta, Ethil, Finndealbh, Gwyna, Innogen, Keelta, Liath, Miluchradh, Modwenna, Moriath, Onuava, Rhyanidd, Sinna, Tiabhal, Tuag, Uchtdealb, Unna, Veldicca, Wenna

Source: Islands of Terror, Ravenloft 3rd Edition Campaign Setting

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Re: Native PC info thread
« Reply #29 on: November 03, 2020, 01:45:21 PM »
Souragne

Cultural Level: Chivalric

Climate: Warm

Terrain: Forests and Swamps

Major Settlements: Marais d'Tarascon (pop. 300), Port d'Elhour (pop. 1,200).

Population: 3,100

Races: 99% Human, 1% Other

Languages: Souragnien

Religions: The Loa.

Government: Independent aristocratic settlements

Ruler: None.

Currency: gravestone (gp), fingerbone (sp), toothchip (cp)

Resources: rice, yams, sugarcane, cotton, catfish, crappie, shrimp, crayfish, spirits, salt

Diplomacy: Sailors who find their way to the Murky Sea regard Souragne as a hostile and unpleasant domain. Although the sugar and cotton grown here are highly valued in distant domains, merchants are wary of the sweltering climate, Maison d'Sablet's unseen horrors, and the peculiar ways of the Souragniens. The native nobility, for their part, strive to encourage trade with other domains. They hope to expand their influence into other realms and watch Port d'Elhour emerge as a vital harbor in the Land of Mists.

The Folk: Souragniens are generally short in stature and slight of build, but their appearance otherwise exhibits remarkable variation. Their skin can range from milky pale to a deep coffee brown. Eye colors vary widely, from pale blue to hazel to nearly black. Hair is either straight or tightly curled and anywhere from auburn to raven black in color. Men keep their hair very short or shoulder length, with nobles preferring the latter, and shun facial hair. Women let their hair grow quite long, and while commoners don't mind wild and tangled tresses, noblewomen style their hair elaborately, pinning it up in delicate fashion. Among commoners, clothing is threadbare and humble; men wear a loose shirt and trousers, women a blouse and long skirt. Such garb is usually naturally colored rather than dyed. Nobles, on the other hand, go about in exquisite garments of vibrant hue. Men wear blousy shirts under jerkins, sashes, and breeches with high boots. Women wear revealing, ruffled dresses in pastel colors. Jewelry is common among the aristocracy, who love to show off their wealth through such baroque adornments.

The class divide in Souragne is deep and bloody. Property owners, no matter how humble their assets, are the elite, and all others must toil to serve them. Commoners are little better than slaves; they're exploited by the aristocracy until they collapse, then discarded. Among the nobles it is acceptable to savagely abuse commoners, even without reason. In villages, poor farmers rub shoulders with gamblers and streetwalkers, attempting to drown their miseries in vice. All Souragniens, regardless of class, tend to be earthy, passionate folk. They have little respect for academic knowledge, instead valuing cunning and strength of character.

Souragniens are also superstitious people, their beliefs revolving around natural spirits called loa, The loa are the embodiment of natural forces; chief among them is the Maiden of the Swamp, who represents Masion d'Sablet itself, and the Lord of the Dead. While numerous loa are revered, Souragniens truly fear the Lord of the Dead, who has the power to take the deceased as his own, raising them as zombies. Wild festivals throughout the year honor the loa and appease the Lord of the Dead in particular. Many customs in Souragne are believed to tap the power of the loa to attract success and romance or to strike one's rivals with misfortune.

The Law: Villages in Souragne are essentially autonomous, the nobles electing a lord mayor from among their ranks every two years. Precious little governance actually occurs, however; lord mayors merely act as voices for the aristocracy, who create and enforce laws in the domain to suit their needs. There are no standing militias in Souragnien villages, but young noblemen are expected to serve a term as village constables.

Although he may be only a mythical being, the Lord of the Dead is so deeply feared in Souragne that the folk follow customs intended to please him. The dead are not interred for four days following death, out of deference to the Lord of the Dead, who may choose to claim the corpse as his servant. Similarly, all arcane magic save Necromancy displeases him, and as such its practice is strictly forbidden among the Souragniens.

Classes: Druids, rangers, rogues, sorcerers and voodan are the most common, but any class can find its way in Souragne. Voodan are the primary religious casters but clerics also worship the Loa pantheon.

Recommended Skills: Animal Empathy, Discipline, Lore, Perform, Tumble.

Recommended Feats:  Exotic Weapon Proficiency (firearms),  Skill Focus (Animal Empathy), Spell Focus (Necromancy), Voice of Wrath, Weapon Focus (rapier, sickle).

Names:

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

-Souragnian 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, Fiora, Francoise, Genevieve, Giselle, Henrietta, Henriette, Hillaire, Isabelle, Jacqueline, Jeanne, Joan, Joséphine, Josette, Karine, Katha, Lillin, Louise, Manon, Marguerite, Marie, Marie-Laure, Mirielle, Monique, Nadine, Nathalie, Nichole, Regine, Renée, Rolande, Sabine, Solange, Sophie, Sylvie, Tatienne, Teresa, Therese, Valerie, Vivienne, Yvonne, Zoé

-Souragnian Surnames: Alard, Anciaux, Arguelles, Barbier, Bascolm, Baudelaire, Beauregard, Bordeaux, Bordell, Bouchet, Brosseau, Camus, Carbonneau, Chaboteaux, Chevalier, Clemenceau, Clouseau, Coulette, d'Aubec, d'Espivant, d'Cann, 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, Gremin, Grignon, Jean-Aubry, Jeune, Labourdette, Lacroix, Lambert, Laporte, Larroquette, Laurier, Lavigne, Le Jeune, Le Marquand, Le Nôtre, L'Heureux, Levi, Marceau, Martineau, Moreau, Pepin, Pichot, Poiret, Quilleboeuf, Renault, Roche, Simoneau, Soulette, Thibedeaux, Tourette, Verret, Voltaire

Sources: Ravenloft 3rd Edition Campaign Setting, Domains of Dread, Night of the Living Dead, Ravenloft Monstrous Compendium III
« Last Edit: November 04, 2020, 10:41:11 PM by EO »