Barovia
The Twisted Lands
The idyllic valley nestled in the Balinok Mountains was a slice of heaven to those who knew of its existence before Strahd's arrival. The serenity of the place was forever shattered when Strahd led a bloody crusade against the enemies of his family that ended here with the slaughter of hundreds. Struck by the scenic beauty of his most recent conquest and eager to escape the shadow of his father’s legacy, Strahd made the valley his home and named it Barovia after the late King Barov , his father.
The land now called Barovia is no longer part of the world that Strahd once tried to conquer. It now exists within a demiplane formed by Strahd’s consciousness and surrounded by a deadly fog. No creature can leave without Strahd Von Zarovich permission, and those that try become lost in the Mists
Native Barovians have been terrorized for centuries by the one they call “the devil Strahd.” Only a handful of them have the will to oppose him. Barovians congregate in the valley’s three main settlements—the Village Of Barovia and Krezk and the town of Vallaki—for fear of falling prey to wolves and other beasts that prowl the woods.
Lay Of The Land
Native Barovians have been terrorized for centuries by the one they call “the devil Strahd.” Only a handful of them have the will to oppose him. Barovians congregate in the valley’s three main settlements—the Village Of Barovia and Krezk and the town of Vallaki—for fear of falling prey to wolves and other beasts that prowl the woods.
Sunlight in Barovia
By the will of the Dark Powers , the sun never fully shines in the lands of Barovia. Even during the day, the sky is dimmed by fog or storm clouds, or the light is strangely muted. Barovian daylight is bright light, yet it isn’t considered sunlight for the purpose of effects and vulnerabilities, such as a vampire’s, tied to sunlight.
Nevertheless, Strahd Von Zarovich and his Vampire Spawn tend to stay indoors most of the day and venture out at night, and they are subject to sunlight created by magic.
Cosmetic Spell Modifications
Within The Mists magic takes on a different aspect- Alarm: Instead of hearing a mental ping when the alarm is triggered, the caster hears a scream.
- Bigby’s hand: The conjured hand is skeletal.
- Find familiar: The familiar is undead—not a celestial, fey, or fiend—and is immune to features that turn undead.
- Find steed: The summoned steed is undead—not a celestial, fey, or fiend—and is immune to features that turn undead.
- Find the path: A child’s spirit appears and guides the caster to the desired location. The spirit can’t be harmed and doesn’t speak.
- Fog cloud: Misty, harmless claws form in the fog.
- Gust of wind: A ghastly moan accompanies the summoned wind.
- Mage hand: The summoned hand is skeletal.
- Maze: The surfaces of the demiplane’s maze are made of mortared skulls and bones.
- Phantom steed: The steed resembles a skeletal horse.
- Rary’s telepathic bond: Characters linked together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on them.
- Revivify: A creature restored to life by a revivify spell screams upon regaining consciousness, as though waking from some horrible nightmare.
- Spirit guardians: The spirits appear as ghostly, skeletal warriors.
- Wall of stone: A wall created by the spell has ghastly faces sculpted into it, as though tortured spirits were somehow trapped within the stone.
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Characters in Location
Related Reports (Secondary)
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