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Native Barovian and Gundarakite Role Play Guide

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Iconoclast:
Native Barovian and Gundarakite Role Play Guide

Greetings Fellow Prisoners of the Mists,

   In the hopes of encouraging more players to role play Barovian and Gundarakite characters, the application process was abolished some time ago.  Now that these two ethnic groups are open to all players for role play, your Community Council would like to highlight some concerns and issues, as well as offer some -rp- tips, on the topic of native role play.

A Player’s Freedom to Role Play
    This guide is just that, a guide.  Our intention is not to tell someone that they must role play their Barovian or Gundarakite “this way.”  However, there is a setting.  There is a local culture with strong beliefs.  The setting and the local culture will react in an –ic- manner to any native Gundarakite or Barovian who is perceived as behaving outside of their local culture’s norms.  If any player chose the Gundarakite or Barovian option upon character creation as an afterthought, you may require a remake or a revision of your character concept.  All Gundarakite and Barovian player characters require a name that is true to their ethnic heritage.  Other than that, each player is free to chose how their native character will behave.  Keep in mind though, that the setting will react accordingly.  If a native Barovian or Gundarakite are witnessed spending all their time in the company of outlanders, and they begin adventuring as if they were an outlander, a DM may eventually take notice, possibly change your characters faction from native to outlander, and your character will be treated by the setting and local culture as someone "lost" and "corrupted" by outlander ways.

The Barovia entry in the Native PC Information Thread also contains information that may be useful for any Barovian or Gundarakite player. The Invidia entry will also be of interest to Gundarakite players.

A Touch of Xenophobia

The American Heritage Dictionary defines Xenophobia: “One unduly fearful or contemptuous of strangers or foreigners.”

    Considering that most players play outlanders, who are “strangers or foreigners,” this can be a challenge to role play.  Native Gundarakite or Barovians do not seek out the company of outlanders.  Since the Western Outskirts is the well-known outlander haven, native Gundarakite and Barovians will not “hang out” in this area typically.

    Suggestions for overcoming some of this xenophobic role playing challenges are:

 :arrow:   Have your native character seek employment at either the Lady’s Rest or The Broken Bell.  This will provide your character a space in which regular role play occurs. 
   
 :arrow:     Have your character make regular deliveries to the Lady’s Rest.  This may be a delivery of farm produce or what have you. 

 :arrow:   You may also seek employment at the temple of the Morninglord. 

 :arrow:   Join a faction. Gundarakites are attracted to the teachings of the Morninglord.  Gundarakite can also join the rebel faction.  Barovians can join the Guard Faction.  If you role play a Barovian, and you want a lot of role play interaction, the Guard Faction may be for you.  Other factions, detailed within the Faction Guide, are also available to natives.

Fear of the Night

    Native Barovians and Gundarakites have a crippling fear of the night.  This can be a challenge, since half of the day is divided into light and darkness.  Darkness, the night, on a symbolic level represents irrational fears, or our subconsciousness.  However, their fear of the night might not be all that irrational; there are horrors that only come out at night.  Barovians and Gundarakites in general are a fearful people.  It is "common sense" for both ethic groups to safely secure themselves and property at the coming of each sunset.  This helps create the desired mood within our setting.  Does this mean that Gundarakite and Barovians always have to avoid being out at night?  No.  For example, the Guard Faction may be on duty some nights.  However, they do so with both fear and anxiety.  The Gundarakite rebels often are forced to conduct their activities under the blanket of night.  They too role play this anxiety and fear.  In other words, you typically will not see a Barovian or Gundarakite walking alone without a care in the world while Night is in process.

    Suggestions for overcoming the role playing challenge of having your native fear the night:

 :arrow:   Many players have alternate characters.  Log out come night fall, and role play a character who does not fear the night to the crippling extent that locals do.  Many of the Gundarakite use night time for role playing within their hideout; making plans or what have you.  If we find ourselves running out of creative ideas to pass the night away, we simply log in our Caliban or outlander characters.  Calibans, who are also native, work out well, being that they relish the freedom that night time offers them.  The Barovian Guard pc may find themselves on wall duty.  This will provide them with a setting appropriate activity during the night.

 :arrow:   If your character is employed at an Inn, they can role play inside.  This role play can benefit the gothic setting, by contrasting your native with the outlander who roams out at night.

Fear of Witchcraft

    Gundarakite and Barovians barely tolerate healing magic.  They do not differentiate the different schools of magic.  Their daily lives are devoid of such acts.  Therefore, they react to the visible effect of a spell or prayer.  A cleric summoning an undead warrior and a mage doing the same will be treated equally in their eyes.  This goes for any other visible spell, such as barkskin, stoneskin, flameweapon, and the like.  Because of this fear of witchcraft, any item or weapon that appears “tainted” by witchcraft, such as glowing blades, will be viewed as dangerous.  The average Barovian and Gundarakite will never use any item that has these “frightening” properties.  If an item is magical, but does not make its magical property obvious, such as a simple plus one dagger, then that item is fine, since as far as the native knows, it is just a nicely crafted blade.  Items that illuminate light though, such as robes, may be looked upon suspiciously; common folk use natural light sources.

    The temptation to use magical items or spell abilities that the engine provides your character class is a role playing challenge.  For example, a Gundarakite ranger will at some point have the engine ability to cast some arcane spells.  However, due to the Gundarakite’s ideology, they would be oblivious to this.  They would never even dream of learning how to cast spells.  They may however, through prayer, if they like many Gundarakite follow the Morninglord, learn to cast healing spells.

    Both PvM and PvP are extra difficult for native Barovians and Gundarakite.  Not only will they not adventure to some PvM areas, due to their deep rooted fear of the arcane and monsters, they will not have magic to assist them in their battles.

But Aren’t Our Native Barovians and Gundarakite Supposed to be Exceptional?  

    As stated above, each player has the freedom to role play their native as they wish.  However, the setting is important, and the local ethnic groups will react appropriately to any Gundarakite or Barovian who acts exceptional.  If one talks like an outlander, if one acts like an outlander, then they must be an outlander.  From an –ic- perspective, the locals will view any fellow native who is known to keep company with outlanders, hang out in the western outskirts, or uses obvious magic items or spells, as a native who has been “corrupted” and “tainted” by the “foolish” and “untrustworthy” outlanders.  These natives will likely have their faction switched to the outlander faction, so that natives who adhere to cultural norms react appropriately.

Helpful and Related Links

 :arrow: Faction Guide
 :arrow: Barovia & Witchcraft
 :arrow: Barovia & Women
 :arrow: Local dialects: Balok & Luktar
 :arrow: Differences: Natives & Outlanders
 :arrow: Native Perspective: What Makes an Outlander?

This resource has been brought to you by the Community Council.  If any player, -DM-, or developer would lilke to contribute or provide feedback, please contact an active member on the Council, and appropriate revisions will result.  Please feel free to post any questions or comments that you feel would benefit the community.

Sincerely,
The Community Council

Iconoclast:
I'd like to bump this thread since its been brought up as a recent concern.  To be more specific, I'd like to reemphasize the following:

--- Quote ---A Player’s Freedom to Role Play

    This guide is just that; a guide.  Our intention is not to tell someone that they must role play their Barovian or Gundarakite “this way.”  However, there is a setting.  There is a local culture with strong beliefs.  The setting and the local culture will react in an –ic- manner to any native Gundarakite or Barovian who is perceived as behaving outside of their local culture’s norms.  If any player chose the Gundarakite or Barovian option upon character creation as an afterthought, you may require a remake or a revision of your character concept.  All Gundarakite and Barovian player characters require a name that is true to their ethnic heritage.  Other than that, each player is free to chose how their native character will behave.  Keep in mind though, that the setting will react accordingly.  If a native Barovian or Gundarakite are witnessed spending all their time in the company of outlanders, and they begin adventuring as if they were an outlander, a DM may eventually take notice, possibly change your characters faction from native to outlander, and your character will be treated by the setting and local culture as someone "lost" and "corrupted" by outlander ways.
--- End quote ---


There have been and are some native Barovians who act out against their culture's norms.  That is perfectly fine, but please be aware that the dm staff most likely will change that Barovian's faction setting, making them basically an outlander, someone no longer accepted as Barovian due to their outlandish behavior. 

Iconoclast:
Some Common Terms



--- Quote from: crallbri on March 29, 2006, 10:36:04 AM ---

Glossary

Boyar—landowners of Barovia; together with the burgomasters they represent local governments
Castle Hunadora—the fortress home of Duke Gundar.
Dreadmount—a cluster of mountains in western Barovia and the subject of many fearful rumors
Dreadpass—the narrow gorge beneath the Dreadmount through which the Luna River flows and along which rests the Keep of Forgetting
Ijrail—a demon in Barovia legends that was sent by the Tergs to tempt Strahd I
Keep of Forgetting—an old ruin pre-dating the emergence of the Mists, said to be haunted by the spirits of those who once resided there but were slain by the Von Zaroviches
Majr—Moth-like demons in Barovian folklore; their descriptions change from story to story
Mamliga—a cornmeal mush, common to every household
Mititei—grilled pork and lamb meatballs
Neureni—barbrians who invaded Barovia in 230 B.C.
Neuri-Werewolves or shapeshifting wizards
Nocnitsa—blood-drinking, flesh-eating crones of folklore
Patricieni—grilled sausage
Placinte—a popular delicacy, pastry and fruit turnovers
Poludnitsa—beautiful, reclusive nymphs of Barovia folklore who said to decapitate those unfortunate to wander into their groves.
Sarmale—pork wrapped in cabbage or grape leaves
Tocana—pork stewed with onions and garlic
Tsuika—a plum brandy unqiue to Barovia, popular among all classes
Von Holtz—a Vallaki-based commoner family favored by the Von Zaroviches for reasons unknown; they are often given tasks by the Count and frequently speak on his behalf.
Veela—water spirits who tempt mortals with their charms only to drown them
Vrolok—vampire, in the Balok tongue

--- End quote ---


Luktar Translated Into English




--- Quote ---szervusz!--cheers!
viszlát--goodbye
igen--yes
nem--no
segítség!--help!
utazik messze!--go away!
fellázad-- to rebel
zsarnok--king; tyrant
szabadság--freedom
bábu--man
no--woman
gyermik--child
élet--life
halál--death
szerelem--love
elárulás--betrayal
féltékenység--jealousy
--- End quote ---

Iconoclast:
We gave this topic, of a Gundarakite or Barovian trying to pass off as one another, some attention a while back.  It really can go both ways.  A barovian might be trained as an undercover agent in an effort to infiltrate any rebel networks.  

I think it ought to require some specific training and skills, otherwise it would be too messy down the road.  There are lots of tiny little cultural things that people only learn from within the culture.  

Certain backgrounds might make it more viable.  Say a Gundarakite child is orphaned and grows up at an orphanage predomoniated by Barovian culture.  In order to try to fit in, she or he'd be at that age where they naturally take on the behaviors of those around them.  

Otherwise, without having all those cultural nuances specific to any culture, a Gundarakite might successfully pass as a Barovian from a distance (figuratively speaking 'distance'), but if that Gundarakite was invited to dinner at a Barovian house, and was to spend a few hours with native Barovians, that might possibly be stressful and hard to pull off.  Now some folks if they've not travelled much among different cultures, might not realize just how different people can be.  From an outlander's view, Gundarakites and Barovians will be difficult to differentiate between.  When Michael Phelps was in China, just about every tall white young guy was mistaken by the locals as being Michael Phelps.  How we percieve the world and interpret sense-data is done so through a lens of culture.  

But, Barovians and Gundarakites do both live in close proximity, sharing the same world, under the same boyars and Burgomasters, with the same distrust towards outlanders.  So I think it is possible for a Barovain or Gundarakite with the right skills, background, and luck, to have some success in passing off as the other, but within reason.  

EO:

--- Quote from: Ravenloft Gazetteer I ---Barovia's population has four distinct ethnic groups: Barovians, Gundarakites, Forfarians, and Thaani. While the broad cultural differences between these groups are minimal today, they can generally be distinguished by their physical appearance and language.

Ethnic Barovians are the descendents of the folk that first settled the Balinoks over 750 years ago. They have spread throughout present day Barovia, though they remain most dominant in their original lands. In the most distant reaches of the west, the boyars, their agents, and the Barovian militias represent Barovians almost exclusively. Ethnic Gundarakites, conversely, are found in greatest numbers in the west and are rarely encountered east of the Balinoks. The Gundarak region is currently much more densely populated than the rest of Barovia, and as such may actually outnumber Barovians by a small margin. Both groups vastly outnumber the Forfarians and the Thaani, who dwell almost exclusively in the village of Immol. Though together the Forfarians and Thaani of Immol number only a few hundred, their refusal to intermarry with the local Barovians has maintained the integrity of their communities for roughly two hundred years. Whether such a degree of inbreeding has maintained their health, intellect, and sanity is another matter.

The wretched irony of the conflict between the Barovians and the Gundarakites is that an outsider would be hard-pressed to tell them apart by their physical appearance. Woe to the traveler who confuses one for the other, however! Both ethnic groups have thick, stocky builds, characterized by broad shoulders, meaty limbs, and wide hips. Generally dusky in appearance, their skin tones range from a pale olive-tan to light brown. Dark hair and eyes are the norm, the former varying from light chestnut to deep, glossy black, the latter from pale hazel to rich brown. Men of both ethnicities prefer to wear their coarse, wavy hair just above the shoulder. Women grow their hair long throughout their lives, and younger maids often braid their locks in a single or double tress. Nearly all men wear the distinctive, drooping mustache common to the region, grown thick and long. Beards are widespread only among younger men, who consider them a sign of virility (and then quickly abandon the notion when they marry).
--- End quote ---

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