As promised, here's the second half of the Togarmah hex map. Go here for Part 1.
Click here to enlarge |
034.011: Wysoka Abbey, a Solennite convent. The convent's most prized relic is a drop of crystalized sunlight, kept in a shrine in the inner sanctum; pilgrims come from across Togarmah to see it. The relic behaves as a holy symbol and possesses the power to turn vampires with a DC of 20 to resist.
035.009: The town of Reda, a port on the Sea of Bartel and a member of the League of Three Crowns. Though smaller than many other League settlements, its merchant guilds have a proud tradition, and many merchants regard it as a good place to get deals, as prices here tend to be lower than those in larger cities.
035.021: The village of Skybryn, a Zelsky settlement built at a pasture many clans drive cattle, horses, and sheep through. As it is used communally by multiple clans, it is a center of trade, with many bringing wares to exchange here.
035.024: This castle belongs to Countess Edyta Jaskol, overlooking the road to the south to keep watch for any Zelsky raids. She is prejudiced against Zelskys, believing they are a barbaric and untrustworthy people, and her guards inspect them closely for weapons if they pass through here, even if going to the Grand Assemblies.
035.032: Castle Szegi, located on the border between Vardessy and Togarmah, is the site of a great harvest festival every Lammas that draws many visitors and much trade from both countries. It belongs to Baron Jonas Varga, who is content to sponsor the market, as long as his taxes are applied to everything sold there. He is a miser and much of the funds acquired in such a way languish unused in his coffers.
036.031: The village of Acharnes. The tavern here is home to a noted musician, Vanda Czinege, who is in possession of a magical flute that allows the user to cast the sleep spell once per day.
037.019: This tower was built to watch the plains for Zelskys, but now it has become the residence of the wizard August Gwozdek. Though a reclusive man who wishes to keep to himself in his studies of the mystic arts, the Zelskys speak of him with distrust as a man who can conjure demons and call down fire, and refuse to go near the tower.
037.025: The village of Gzorno. It is known for its dwarven blacksmith, Erib Asenral, who is known to produce works of great power, imbuing magic into his crafts - as long as one pays him well.
037.028: This castle belongs to Duchess Magdalena Reznik, the Duchess of the mountain realm of Stalozika. She has made many alliances with dwarven clans in the area, many of whom have representatives in her court, and boasts of the wealth to prove it. The road through here is expertly maintained thanks to the aid of the fine craftsdwarfship she's sponsored.
037.029: The Sheaf of Cavewheat, a inn on the road to Venec. It is run and owned by dwarves, and caters to a dwarven clientele. Humans visiting here should be forewarned that the beds may be too short and the drinks are almost certainly too strong. Elves are forbidden entry. There are many fine masterworks displayed here; priceless crafts passed down by innkeepers through the ages.
038.007: The town of Blotkow. Located close to the northern shore, it boasts robust walls and its people train as a militia to repel Northmen. However, it has been long since the last raid, and many have grown lax in their duties.
038.010: The Monastery of Saint Renata, a monastery devoted to Torvald. The monastery is a fortified one, and it holds a garrison of guards that defend it from attacks, as well as standing guard over the road. They have been known to stop any travelers who look suspicious for inspections, but operate outside the jurisdiction of the monks, who keep to themselves and devote their lives to study and meditation.
038.017: The village of Kostov. Its headman is an old, bent man who has long since retired from riding. He knows of the horn held at the tower at hex 040.016, a treasure of his people that once belonged to his grandfather. It was lost in a skirmish and kept at the tower ever since. He hopes for its return one day, but knows that at his age he has no hope of getting it back himself.
038.023: This stone circle is located at a nexus of ley lines. Spells cast while in this hex are cast as though they used a spell slot one level higher (for instance, a spell can be cast with the effects of it was cast at a level 3 spell slot while only expending a level 2 spell slot). Ritual spells are cast if at the highest level spell slot available. Many magicians seek it out so that it may empower their abilities.
039.012: The city of Sitska. It grew from one of the perimeter fortresses around Venec, but over time developed into a large and thriving community of its own. Much of the city now extends beyond the old walls, which have fallen into disrepair, as they are no longer believed to be necessary; instead, the town "castellan" resides in a more modest, unfortified manor, with his title being largely ceremonial.
039.026: The Mare and Sparrow, an inn located on the road to Venec. Largely catering to travelers from away who want to experience local culture, it serves dishes inspired by Zelsky cuisine, including pierogis, fire-roasted meat, and kumis, and the walls are hung with tapestries woven in the Zelsky fashion.
039.030: This cave marks the entry to the dwarven hold of Sogshcudib, its masonry cleverly carved to blend in with the surrounding rock. The dwarves here are reclusive and have little contact with the outside world, but are renowned for their ability to craft magical items.
039.032: Castle Kunyad, a fortress built on an island in the middle of the Kunarya River. It is owned by Baron Radoslav Cvismada, a stern man who ensures that no barges or bridge traffic may pass through here without his watchful oversight. As a strategic point, it is heavily guarded, and its soldiers are fiercely loyal to the Baron.
040.014: The village of Lubawskie. It is home to several massive grainaries, allowing it to resupply the fortresses nearby on short notice. To guard such a resource, the armies of Venec maintain a garrison here that travelers often find surprisingly large for the size of the village.
040.016: This guard tower was built to protect Venec against Zelsky incursions. The guards here keep a trophy plundered after a failed raid by the Zelskys of Kostov (see hex 038.017) - an ivory horn inlaid with bronze. Though originally nothing more than a precious hierloom, it has since become haunted by the spirits of the Zelskys slain in that battle, who may be summoned to aid warriors in battle when the horn is blown (stats as a brass horn of Valhalla).
040.029: This castle is owned by Baron Elias Poplawski, and was originally built as an outpost of the Kingdom of Polavia to guard the border with the Stalozis; since the Golden Peace, this has become unnecessary. The Baron regards the castle as little more than a glorified white elephant these days, not worth the expense of its upkeep, but it's been in the family for too long to part with. As such, he doesn't watch what goes on there closely.
041.020: This castle belongs to Countess Ignacja Starostova, and serves as a major stopping point on the road to Venec. Many nobles traveling for the Grand Assembly spend the night here, and it also watches the road for any threats.
041.022: The village of Morozov, a small Zelky settlement. The clans here have been paid off by Countess Starostova (see hex 041.020) to serve her bidding in guarding the roads against criminals or invaders, and patrol up and down the road to report their findings.
041.034: The village of Taskert, an isolated herding community on the border of Togarmah and Vardessy. The villagers herd goats back and forth through the mountain passes and have little contact with the outside world, but have been known to take in those who they find collapsed in the mountains and in need of help.
042.008: The city of Rychwal. It grew from one of Venec's perimeter fortresses and has become a trade center in its own right; the League of Three Crowns has a heavy presence here, but the local nobles have issued strict laws on how they can and cannot conduct business to prevent their influence from eclipsing theirs.
042.010: Castle Mieszkowice, one of Venec's perimeter fortresses. Of all such fortresses, it is the one that retains the most of its original character, with high and imposing walls and spartan accommodations. Its castellan, Miroslav Nowak, believes the Golden Peace is no excuse for anyone to grow slack in vigilance and maintains a garrison over both Venec and Rychwal (see hex 042.008).
042.012: The city of Venec, capital of the Kingdom of Togarmah. See here.
042.014: Castle Ustron, one of Venec's perimeter fortresses. Owing to its location on the road to Venec and the fertile surrounding land, it is the site of a great marketplace that coincides with the Grand Assembly season - not so coincidentally, so that it may attract business from visiting nobles.
042.016: Castle Zerkow, one of Venec's perimeter fortresses. It was built with the intention of guarding against Zelskys, and is known for its cavalry, with great stables with which to house the horses of its riders and knights. Many of these are Zelskys themselves hired into service of the crown.
042.019: The Twelve Candles, an upscale inn so named for the many windows on its facade, each of which would be lit by candles at night - this is a show of not only its size, but its wealth. It only takes on guests that are well-dressed, to prevent the unsightly rabble from stinkng up the place.
042.024: The village of Persha. As a stop on the road to Venec, there are several inns in town, two of which - the Mill and Crier and the Jester's Arms - are engaged in a pitched feud, with the innkeepers going to just about any length possible to sabotage one another.
042.026: The manor of the Sierzant family, a prominent Polavian noble line. The current head of the family is Baron Wieslaw Sierzant, a sociable man who enjoys entertaining the company of nobles passing through on the way to the Grand Assembly by preparing extravagant feasts; sometimes he struggles to deliver on his promises.
042.033: The Monastery of the Rushing Waters, a monastery devoted to Olmo built on an island in the Kunraya River. Its monks make offerings to Olmo to placate the waters and ensure safe travels for merchants on the river. Largely these are in the form of wine they grow themselves, but they certainly wouldn't be averse to donations.
043.011: The village of Boryz. There is a large halfling community here, and many of the houses butt up against their earthen burrows. The halflings, of course, don't wish to be bothered with the ways of their big neighbors and their silly adventures.
044.009: The village of Swidnik. Rumor has it that the town blacksmith has a secret tunnel in his basement that leads to the World Beneath - but what business would he have dealing with Rat Men?
044.012: Castle Kierogard, one of Venec's perimeter fortresses. Since the lands to the east are largely settled, it no longer holds much of a garrison...which has allowed a smuggling ring to spring up under the guards' nose, slipping past the anandoned posts at night.
044.021: A huge image of a rearing white horse is carved onto a hillside here, made from trenches filled in with chalk. Those that camp here will find their horses miraculously healed of all wounds and ailments when the sun rises the next day.
044.025: The village of Lesna, which survives on fishing in the nearby Kylma River. Recently, a villager caught a trout, identified by a yellow stripe across its back, that managed to rip its jaw off the hook and swim away bleeding, only to be seen again in perfect health a few days later. As it turns out, this fish swallowed a ring of regeneration; the only problem would be catching it, for it has grown wily now that it knows its good fortune, and refuses to let anyone have the ring so easily.
044.028: This castle, overlooking the crossroads below, is owned by Baron Ketyl Kalagast. Built on the side of a cliff, its presence is imposing - though in truth, the castle is poorly guarded thanks to the difficulties in getting supplies up the mountains to restock, and relies on its frightful appearance to deter would-be attackers instead.
045.006: The town of Brwinow. It is a free town controlled by a council of guilds. The townspeople hold onto this sense of independence, growing wealthy on the trade routes they control, and many of the surrounding nobles feel slighted by their success, passing laws that restrict the influence they can exert over the nearby region.
045.014: The Monastery of Saint Artald, a monastery devoted to Mimir. It is known for its great scriptorium, where the monks devote themselves to copying manuscripts, many of which are sold in the nearby settlements. They also have an extensive library, which is closed to outsiders unless they have very good reason - and unless they promise any books they take are returned in a timely fashion.
045.017: The Abbey of the Tooth, a Solennite convent that houses the tooth of Saint Biechna, a relic of great renown that is said to have the power to bring good fortune to any who touch it. It draws many pilgrims who wish to see the tooth - which the nuns allow, for a fee of course.
045.019: The village of Ortosk. A wanted outlaw from Polavia named Boleslav is hiding out here disguised as a Zelsky herdsman, confident that his pursuers won't think to look among the Zelskys. He's starting to get tired of horse meat, though.
046.010: The town of Staszwic. It is an important stopping point for caravans, and as such has become an outpost of the League of Three Crowns, which issues heavy taxes on any travelers passing through here that aren't registered with them - whether they intend to trade or not. As the town is independent of any noble oversight, they have even taxed some lower-ranking nobles on their way to the Grand Assembly, though they know better than to try their luck with anyone too important.
046.022: The village of Machekhi. Located at the frontiers of the plains, its inhabitants are more sedentary than most Zelskys, and they rarely stray far from home. Still, there is a shrine here that blesses those who make offerings to it by ensuring their steeds are swift, so it is often sought out by those looking to make journeys.
046.029: A hermit alchemist dwells in the woods here. He frequently leaves his home to go looking for herbs and mushrooms, but his hut is guarded by an enchanted skull that will scream if anyone unfamiliar enters, alerting him to the presence of any intruders.
046.031: The Korja Gate, an old fortification built by the orcs of Ghammorz's empire to guard a narrow mountain pass. It was won from the orcs in a pitched battle where many were slain, and a mass grave for the fallen soldiers is located nearby. It remains a garrison, and just as well, because the spirits linger, and occasionally a corpse claws its way out of the earth.
047.008: The town of Kanichi. Located on the edge of a forest, it is an exporter of wood, and its guild of carpenters is a powerful and well-known one. The local noble, Count Dmitri Kaszlow, claims the woodlands as his personal hunting grounds, but struggles to keep the poachers under control.
047.012: The city of Dobrenka. It is built on a vast system of underground catacombs, owing to the lack of burial plots in the city, and while constructing a temple, a hidden passage was unveiled when the ground was broken. It is yet uncharted, and the burgomaster is willing to pay handsomely if anything of value can be found there.
047.032: The town of Sturben, a settlement originally founded by Vardessian settlers, though many have been thoroughly assimilated and interbred with Togarmans now. A guild of vigilante assassins operates here, offering their services to those who feel wronged by the law so that they may punish those who the lord pardons unjustly. Adapted from the information in Van Richten's Guide to Ravenloft and the 3.5e Ravenloft gazetteers.
048.017: This manor house belongs to Dame Lydia Skala, the wife of the knight Eryk Skala (see hex 060.025). She does not know of his fate and awaits his return anxiously. Though she will allow noble travelers to spend the night here, his room is strictly off limits.
048.024: This coal mine belongs to Duke Novikov (see hex 049.025), who claims a tithe on its production to sustain his forge. It is important to the economy of the Jalovic valley, and his soldiers are stationed close by to protect it.
048.034: The city of Levkarest, the largest city in Korja and in the Togarman mountains. Adapted from the information in Van Richten's Guide to Ravenloft and the 3.5e Ravenloft gazetteers.
049.005: The city of Uskod. It has a thriving dwarven community, which operates somewhat autonymously from the rest of the city - this territory was given to the dwarves as thanks for creating a stone golem, which still dwells by the city gate to this day, defending it against attack.
049.025: This castle belongs to Duke Raclaw Novikov, the Duke of the Jalovics. Owing to the isolated nature of the valley he rules over, he rules with little oversight from Venec, and the people here live by his own strict and peculiar laws. He keeps to himself, usually sending delegates to other towns to ensure they are following his directives. A trading post nearby sells coal mined from hex 049.025 through the valley and beyond.
049.031: The town of Ilvin. It trades primarily in leather, and its baron, Baldassar Olszanik, is a fearsome man who keeps vicious hounds, sometimes turning them on unruly civilians. Adapted from the information in Van Richten's Guide to Ravenloft and the 3.5e Ravenloft gazetteers.
050.009: The town of Medvinovsty, a trading post frequented by woodsmen and farmsteaders from the woods and hills nearby, giving it a rustic character. It has a large temple of Voltan, and the clergy serve on the town council; they have tried to clean up the town's image to little avail, as the yokels don't take kindly to being looked down upon.
050.011: The city of Volozhenka. It boasts a large livestock market, with fairs held every harvest season; farmers compete intensely to raise the largest and most beautiful animals to be exhibited at such events, some even growing covetous of one anothers' herds.
050.014: The village of Kopomitz. Isolated as it is in the middle of the plains, it was founded by fugitives and bandits, who used the village as a hideout from the law. Today, much of its population is made up of outlaws fleeing surrounding settlements, hoping they may find protection among their kind.
051.017: The village of Chamva, built around a grove of apple trees that have sustained the people for generations. A closely-guarded secret is that the bountiful harvest of these trees is no accident - the grove is home to a fey spirit that can possess and awaken the trees and rocks, and the village headman is tasked with appeasing it, clearing everyone out of town every few years so that he may go into the grove to conduct strange rituals. No one knows why he does this, but no one has bothered to complain.
051.030: The town of Lechberg, a Vardesso-Korjan settlement founded by a dynasty of merchants on the site of an old Voltanite monastery, which now serves as the headquarters of the town militia. The militia is in the pocket of corrupt nobility, who use it to exert their whims. Adapted from the 3.5e Ravenloft gazetteers.
051.033: The town of Krezk. In addition to being a mercantile hub for western Barovia, it is also the site of the Abbey of Saint Markovia, a Marsean monastery whose abbot is said to be capable of working miracles. Adapted primarily from the (in my opinion, far superior) 3.5e Ravenloft gazetteers, with the Abbey itself from Curse of Strahd added.
051.034: The Wizard of Wines, a winery owned by the lord of Krezk (see hex 051.033) and operated by a family of Old Faith practitioners who pass down the secrets of shapeshifting. Adapted from Curse of Strahd.
052.006: The village of Neva. Most of the population dwells in homesteads to the southeast, and only come to town for the markets held every weekend. The town is vulnerable to raids from Northmen, and has turned to the League of Three Crowns to protect them.
052.024: The village of Czaplinek, a community of Jalovic miners and foresters. They have little contact with the outside world and shun outsiders, who they view as bringing misfortune; they have no inns, and they refuse to sell wares to strangers.
053.010: The village of Checiny, a small community that has grown up around the White Lion, a roadside inn that caters to travelers heading to the Grand Assembly. Many of the inhabitants are descended from retainers of nobles who decided to stay here, and thus the people here are surprisingly well-mannered for a village of its size.
053.012: The city of Pruszkow, a major river port; many journeys to Venec hire barges here. It is one of the wealthiest cities in Polavia, despite its distance from the capital, and its nobles and merchants are proud people who flaunt their fortunes.
053.017: The Afflicted Stag, an inn and hunting lodge. The inn is run by a priestess of Kerne named Adrianna Ruzadski, and she offers blessings to those embarking on hunting trips. Ritual combat is a frequent sight at the inn's fighting pits.
053.022: The Abbey of the Gilded Ring, a Voltanite monastery. Its monks serve as diplomats, and the monastery is a forum of discussion between representatives of Duke Norikov (see hex 049.025) and the burgomaster of Wyrsyk (see hex 054.021). The monks try to keep the peace despite tensions between the two. The Duke, however, is not one to let outside forces tell him how to govern his people.
054.006: The town of Smelyne, a port owned and operated by the League of Three Crowns. A cosmopolitan settlement, it is divided into Levic, Togarman, and Vardessian quarters - all of which largely keep to themselves and conduct their own business.
054.010: The town of Zhabin. Its heraldic beast is the eagle, and it is said the Baroness, Ilona Ivanova, is part of a long line of nobles who can speak the tongues of birds, using them as messengers and spies throughout her domain.
054.021: The city of Wyrsyk, a free city controlled by guilds. On the edges of Polavian, Zelsky, and Jalovic territory, it is a trading post between the three peoples, as well as mining ore in the hills to the west. The burgomaster, Francis Michelak, wishes to expand his influence over the Jalovic Valley, under the excuse that he is bringing the long-rebellious tribe into line with the King's word.
054.026: A stone circle was built on a hill here by ancient Solennites. Twice a year, the setting sun is lined up such that its light passes straight through two stone arches - when this happens, a priest meditating here can commune directly with the sun goddess herself.
054.028: The village of Sorau, a secluded village of hillfolk. The people here primarily subsist on hunting and fear outsiders, and they will typically attack any strangers - though if one proves they are harmless, they will happily share their mead and tell them how to navigate the twisting paths of the forest, where travelers are wont to be led astray by fair folk.
055.007: This castle is owned by the White Fox Company, a band of mercenaries and privateers who hire their services out to the highest bidder. They are happy to take new recruits in and will provide training and equipment, but one must first prove their worthiness by embarking on a great quest.
055.013: The town of Rodkeviche, a trading post primarily exporting lumber to Venec. The people haul logs downstream, poking them with long pikes to ensure they don't get caught in any bends. One man swears he saw a sea serpent in the river on one such journey.
055.018: Castle Troikele, owned by Count Kajetan Kumiega. The Count is an avid hunter and is rarely home, leaving duties to his wife Cecylia. She has grown tired of her husband's foolhardy bravado and wishes someone would actually do the job right.
055.036: The Silver Chains Priory, an abandoned monastery once used by a Torvaldic order to contain bound demons. Many centuries ago, the monks were driven mad by such infernal influence, and today, bold travelers seek the Priory out to make pacts with the spirits dwelling there - if they can brave the dangers. Adapted from the Amber Temple from Curse of Strahd.
056.011: The town of Gendiki. As of late, the town has been occupied by a band of knights who demand all travelers of noble virtue prove their worth by engaging them in a joust under the custom of pas d'armes. This has made it hard for merchants to get in and out of town.
056.016: The village of Kotovschina. It is home to a shrine dedicated to Kerne; anyone who slays a worthy opponent in battle and anoits the altar with their blood within the day will have their weapon blessed.
056.022: The village of Stolp. It once grazed cattle on the mountain pastures to the south, but sightings of the dragon Emberwing (see hex 060.025) have caused them to withdraw in fear, and few of the townspeople have strayed far from their homes in a long while.
056.024: This cave leads to the ruined dwarven hold of Shesezal. It was conquered by goblins fleeing the fallout of the Orc Wars, driving the native dwarven inhabitants into the surrounding settlements. Generations later, the goblins still live here, occasionally sending raiding parties into the valleys below.
056.027: A mountainside hermitage currently home to Leon Barstosz, a mendicant monk of Marseah who hopes that he may achieve understanding of the sufferings of the weak, poor, and downtrodden by divesting himself of worldly possessions. He spends much of his time meditating and survives off of rats and squirrels. He insists he isn't crazy.
057.012: The Convent of Saint Karolina, a convent dedicated to Solenna and Eostre. The nuns here work in the fields and orchards and sell their produce at a nearby marketplace, using the money to fund the upkeep of the convent, which receives many pilgrims seeking blessings on the way to the Grand Assembly.
057.014: The town of Wencelgrad. Located at the intersection of several roads, it is a major trading post under the thumb of the League of Three Crowns. Its blacksmiths' guild is particularly strong - and often in competition with the League for control over civic affairs.
057.019: The town of Ulino. Controlled by the local merchant guild, it is where the majority of Togarmah's trade with Kvesland passes through, and many Togarman nobles and foreign delegates meet here to conduct diplomatic affairs at the temple of Marseah so that the goddess may promote the cause of mutual peace.
057.029: This watchtower, built by Ghammorz's empire, has long been held by an orcish tribe who maintain that the Togarmans are illegitimate rulers and that the orcs will rise up again to take what is rightfully theirs. So far, they haven't had much luck of it.
058.010: The Abbey of Saint Withun, a monastery devoted to Nehalennia. The League of Three Crowns sponsors the monastery in exchange for the monks securing the safety of their ships through their prayers, and the Abbot, Viktor Pawlak, sends a representative to the League Council in Hynden.
058.017: Kirav Priory, a monastery devoted to Solenna. The monks are notoriously greedy, often accosting travelers for donations, and beating them with sticks if they do not - they claim the stingy must suffer the same pains they inflict on those who they cannot spare alms for.
058.033: The town of Vallaki, the largest settlement in Barovia. It is home to the bones of Saint Andral, which sanctify the town against the undead so they may not enter its walls. Many pilgrims from Barovia (see hex 062.035) and Krezk (see hex 051.033) come here. Adapted from Curse of Strahd.
059.009: The town of Rudnia. It is an outpost of the League of Three Crowns and its governing council is almost entirely Levic, though Togarmans and Vardessians live here too. Because it has no noble leader, it sends no representative to the Grand Assembly, instead being governed by the League, though the laws of Togarmah apply here.
059.013: The city of Zduny. An adamantine chain, believed to be of dwarven craftsmanship, is located in the town square; many have tried to break it, but none have succeeded. A prophecy holds that one who does will become a great hero and a leader of men, and the town's leader, Lady Kaja Wieselewski, has promised she will surrender her throne to anyone who does. Of course, she doesn't expect that anyone can, and isn't prepared for it.
059.015: The town of Gowek. It is home to a great hero, Oskar Sniegowski, who performed many heroic deeds in his youth, but has retired here. Though he has had no such adventures in a long time, he still trains and stays in shape - and is willing to take up a sword again, if he must.
059.018: The village of Lonesk. One young man in town, Gawel Chmel, has of late been leaving home for trysts with his lover, Irena, in the woods - little does he know that the girl is in fact a huldra who intends to eat him.
059.021: This castle belongs to Baroness Anastasia Wojewodzki, who closely guards the mountain pass out of the Jalovic Valley. She is suspicious of just about anyone passing through - not only for the potential of them being criminals, but also for them being vampires or werewolves. Anyone unfamiliar must touch silver and recite an oath that they have no ill will before they may pass.
060.025: The lair of Emberwing, a red dragon who dwells on a high peak in the mountains. Normally, she is content to be left alone, spending much of her time hibernating and only occasonally emerging to hunt for prey, but occasionally she strays further afield to feed on livestock - or humans. The knight Sir Eryk Skala left his home (see hex 048.017) to deal with this threat, but was unsuccessful - his bones can be found here, only identifiable as his own for his coat of arms (depicting three gold lions on a green field).
061.017: This castle was once built to defend against raids by Northmen, but has never been attacked in as long as anyone can remember. Cut off from the roads and getting little traffic, its owner, Lady Viera Malinova, has been looking to sell it and be done with it at the first opportunity.
061.027: Castle Koledici, owned by Baron Gunter Nizovic, a Vardesso-Gundalian nobleman whose ancestors won their title in the Orc Wars. To this day, his family retains a strong military tradition, training many knights; the Baron's retainers often patrol the road looking for fights.
061.029: The village of Krin, a remote woodland community. Its people are reclusive hillfolk who trade furs with those to the north - though they live in fear of the cultists at hex 061.031, not realizing that some of their own villagers are spies for the cult.
061.031: This monastery used to belong to a Voltanite sect, but it has long since stood abandoned. Now, it has been taken over by a cult of demon worshipers who gather here on full moons to consult with dark powers. Their activity has weakened the fabric of reality, and demons sometimes escape into the valleys below.
061.034: The infamous Castle Ravenloft, home of the vampire Baron Strahd von Zarovich. Look, does this place need an introduction?
062.019: The village of Marozav, located on the border with Kvesland. During times of war, the Kvessians have been known to storm the border and occupy the village, and the people have come to see this as a fact of life now and have stopped putting up fights. As such, it has changed hands many times.
062.021: The town of Gabruny. It is located close to rich quarries of granite and limestone and supplies stone to many traders; appropriately, it has a large community of dwarves who grade and appraise the rock. Some more prejudiced merchants accuse the dwarves of making up their grading schemes to con them out of money - in reality, the dwarves can smell miniscule traces of gold in the more impure cuts that humans cannot notice.
062.023: Castle Voldat, a border fortress owned by Lady Emilia Zbikow. She has recently dispatched many of her knights and soldiers to deal with the dragon Emberwing (see hex 060.025), but doing so leaves the border perilously unguarded...
062.035: The village of Barovia, located in the valley of the same name. It is under the close eye of Castle Ravenloft (see hex 061.034), and the Baron has been known to send the undead to lay siege when the townspeople displease him. Adapted from Curse of Strahd, with some information from the 3.5e Ravenloft gazetteers.
064.028: A village of elves lives here. They know the location of a hidden path through the mountains, but are reluctant to share it with outsiders, and their village is hard to find, surrounded by illusory trees; one must step through them to reach the settlement.
No comments:
Post a Comment