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Contained in: The Core

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Culture Level: Medieval (7)
Landscape: Full Ecology (Temperate Forests, Hills, and Mountains)
Table of Contents

Landscape

Straddling the loftiest reaches of the Balinok Mountains, Barovia (ba-RO-vi-a-) is a harsh, rural domain held in the grip of tyranny and superstition. Its landscape is dominated by the Balinoks, in particular by the twin now-capped peaks of Mounts Baratok and Ghakis. The mountains run like a craggy spine down the center of the realm, spreading east and west to include the rugged hills on either side of the range. The Balinoks within Barovia are particularly treacherous, characterized by jagged outcroppings and sheer cliffs. Travel is made all the more perilous by the ice and snow that chokes mountain passes nine months out of the year.

The narrow valleys that cut the slopes of the Balinoks widen to the east and west. Crystalline mountain streams quickly transform into broad, mighty rivers that wind their way through the thickly forested dales. Numerous vital waterways begin their journey across the Core high in the Barovian Balinoks - the Gundar, Luna, and Nharov Rivers to the west and the Ivlis and Saniset Rivers in the east. With the exception of the upper reaches of Mounts Baratok and Ghakis, ancient forests, broken only occasionally by mossy meadows, dominate the domain. At night, hulking wolves stalk the woods, and the skies swarm with huge, screehing bats. Lake Zarovich, one of the largest freshwater bodies in the Core, is nestled between Mounts Baratok and Ghakis, along the Old Svalich Road. This highway is the sole link between the eastern and western Core south of the Shadow Rift. Thus, despite Barovia's forbidding landscape, a surprising number of merchants and pilgrims travel through the realm each summer, urgently crossing the Balinoks before the Old Svalich becomes impassable again in late autumn.

Most buildings in Barovia are constructed of brick and dense timber that is plastered and painted a deep russet or light dun. Many homes and shops are adorned with rows of mineral-flecked stones set into the plaster. The thatched rooftops are steep and set with tiny, leaden rose windows in the gables. In the spring, window boxes overflow with vivid flowers, and harvest time brings pumpkin lanterns, intended to keep the minions of evil at bay. One of the realm's most remarkable features is the ring of perpetual fog that surrounds the Village of Barovia. Although Barovia's winters are long and brutal, the remainder of the year is mild, characterized by gentle precipitation and sun-dappled days.

Major Settlements

Village of Barovia (pop. 500), Krezk (pop. 2,000), Immol (pop. 1,600), Teufeldorf (pop. 3,500), Vallaki (pop. 1,500), Zeidenburg (pop. 4,600)

People

Population: Humans 98%, Half-Vistani 1%, Other 1%

Languages: Balok*, Luktar, Vaasi, Sithican, Forfarian

Religions: The Morninglord, Ezra, Hala

The two dominant human ethnic groups are the Barovians and the Gundarakites. Both groups tend toward thick, stocky builds with broad shoulders and wide hips. Skin tones range from pale olive-tan to light brown. Dark hair and eyes are typical, the former ranging from light chestnut to nearly jet-black, the latter from pale hazel to deep brown. Men grow their hair to a medium length, generally to just above the shoulder. Women wear their hair long, with younger women frequently braiding their locks. Most men wear thick, drooping mustaches, though beards are common only among younger men. Barovians and Gundarakites also dress in a similar manner. Men wear loose white shirts, embroidered sheepskin vests, and dark breeches. Women wear blouses and long skirts and cover their heads with kerchiefs. Barovian women favor black, gray, and dark brown colors and wear the kerchief only when married. Gundarakite women dress in muted, natural colors. They favor yellows, greens, and blues, and wear the kerchief only when unattached.

Despite their physical similarities, Barovian-Gundarakite animosity runs deep. Since Barovia annexed Gundarak when that realm's duke was assassinated nearly twenty years ago, Gundarakites have become the second-class citizens of Barovia. Harassment and violence against Gundarakites is on the right, and as local militias tighten control of Gundarakite movements and activities, the Gundarakites have begun to respond with sporadic resistance.

The Vistani also have a strong presence in Barovia, due in no small part to their enigmatic alliance with Barovia's ruler, Count von Zarovich. The gypsies move with relative freedom through the realm, protected by the count himself. Two other notable ethnic groups are found exclusively in the southern village of Immol. The fair-skinned, redheaded Forfarians are descended from the natives from the haunted land of Forlorn to the south. The Thaani, who exhibit a staggering variety in their physical features, are said to be the descendants of refugees, slaves who escaped from a hellish existence deep beneath the earth.

The people of Barovia may be ethnically diverse, but as a group they are a gruff, suspicious lot. They tend to be brusque with outsiders, and even the most amicable Barovian natives are no-nonsense and severe. The dour attitude that seems to dominate Barovia may be partially attributed to the rampant fear of the supernatural that permeates the realm. The folk here are terrified of the creatures of darkness; doors and windows are securely locked at sundown, and most Barovian settlements resemble ghost towns by early morning.

The Law

Barovia has a feudal hereditary monarchy. Count Strahd von Zarovich, the most recent despot in an ancient line of feudal tyrants going back centuries, rules Barovia. "The devil Strahd", as he's called locally, is a cruel but distant ruler, rarely taking a direct interest in the day-to-day 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 incompetence, weakness, sedition - or suspicious deaths. The main duty of boyars and burgomasters is to maintain a militia, for which they collect burdensome taxes, though Strahd himself doesn't 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 western foothills of Barovia have taken on a more militant atmosphere in the past two decades as Barovian boyars and burgomasters struggle to keep the Gundarakites under their thumbs. Young Barovian men are paid a handsome wage to come down from the Balinoks and serve in the western militias, which are strained by growing tension between Gundarakites and the Barovian occupation. A growing resistance movement, led by a young Gundarakite firebrand named Ardonk Szerieza, is fanning the flames of resentment and bitterness.

Trade and Diplomacy

Resources - Wheat, corn, turnips, cabbage, potatoes, plums, sunflowers, grapes, goats, sheep, chickens, trout, pike, sausages, spirits, timber, iron, salt.

Coinage - wolf-fang (gp), raven-claw (sp), rat-tooth (cp).

Although it's not formally isolationist, Barovia has limited contact with other realms. The rustic character of the land, combined with the count's reclusive and tyrannical nature, does little to stimulate outside interest in the realm. Trade alliances between merchants in Barovia, Kartakass, and Invidia aren't unheard of, however. Despite the distance between their realms, it's widely believed that Strahd and Azalin Rex, king of Darkon, despise one another.

Magic

Though Barovians believe in magic, the vast majority of them have never seen it in practice, at least outside of the local cleric. Most folk regard magic as a secret as old as time and riddled with spiritual risks too terrible to contemplate.

Arcane magic is practiced only in secret, as the common folk believe that all such power is a gift granted by demons. These fell blessings can be bestowed in the womb (sorcerers) or deliberately sought out by the deranged (warlocks and wizards), but it makes little different to the fearful peasant mind. Even bards must be careful not to reveal themselves as anything but wandering performers. Since popular opinion holds that arcane spellcasters are unquestionably the minions of evil, the agents of boyars and burgomasters rarely discourage violence against them. Villages are rife with tales of suspected spellcasters lynched in full view of idle Barovian soldiers.

Divine magic as practiced by clerics is regarded as spiritually pure, at least when the spellcaster in question serves a virtuous deity. Nonetheless, Barovians who don't share a cleric's devotion to a particular god are often fearful of the priest's magical power. Like arcane magic, the divine magic of druids is thought to flow from a demonic source; Barovians predictably regard such priests of nature with fear and contempt.

As a people, the Barovians tend to be suspicious of organized institutions, and as such they often have little love for clergy. The vast majority of ethnic Barovians are not religious; the reasons can be numerous. Most folk believe that the nebulous gods of antiquity are literally missing or dead, and that churches are sanctuaries for pretenders and fools. They seldom frequent their churches except when attending funerals. Even in settlements with a functioning temple, weddings are commonly held in the local inn. Only the most optimistic young couples arrange for church weddings.

Classes

Barovian heroes are most commonly Clerics, Fighters, Rangers, Rogues, or Sorcerers. Clerics are admired for their healing and power over the undead, even if they're not always trusted. Fighters and rangers are always given their due, for Barovians respect the warrior's path. Reviled as scoundrels, rogues are widespread, though they generally restrict their activities to countryside banditry rather than urban guild endeavors. Sorcerers must keep their nature secret for fear of retribution by suspicious peasants. Druids, warlocks, and wizards are fairly rare but similarly feared. Bards are uncommon, but are enjoyed for their mournful ballads and lullabies. Paladins are regarded as hopeless madmen by all but devotees of the Morninglord, who respect their virtue if not their lawful outlook. The odd barbarian is usually a wild man, raised among beasts in the high mountains.

Humans are Barovia's dominant race, others are extremely rare but not unheard of. Calibans occur with disturbing regularity in Barovia, though their births are just as often blamed on the influence of vampires, demons, or wizards as hags. Halflings are found exclusively in the large villages of western Barovia, where they live in tiny ghettos. Dwarves are thought to dwell deep in the Balinoks, and wild elves purportedly stalk the Tepurich Forest. Rural Barovians who encounter such nonhumans are likely to consider them monstrous freaks or malicious fey.