"Vampire Castle" by Graf Von Krolock |
When I came through here last week,
carrying barrels of ale for the Duke, the village was happy, healthy,
and a cheerful place. All of the peasants were happy to see a
merchant traveler coming through, and we shared news with them as
they gave us a hospitable welcome at their local public house.
Now, though, look at them. All
afraid to do more than look from the corners of their windows. No one
laughing, no one coming to meet us. And the woods. Look at the woods.
Ominous, dark, and deep where once they were bright and green.
What has happened to this place?
Scholars
talk about the planes of existence, pointing to the astral and
ethereal planes bordering on the material world, and beyond them the
celestial and infernal planes of the gods. There are elemental
planes, energetic planes, and so on. All of these, though, are places
in themselves, places that a person of sufficient knowledge and power
can travel to. In addition to these places,
there are also Moods.
A Mood is a type of plane-like entity that doesn’t exist in itself,
but rather imposes itself on another place. When a Mood settles down,
it changes the character of the place it comes to, making it more of
one thing or another. There are Moods of whimsy, of joy, and of
nihilism, among others. Most of all, though, there is the Dread Mood,
the Mood of terror.
Like a
plane, a Mood has inhabitants. Unlike a plane, these are not beings
in themselves, but rather spiritual forces that possess those who
live in the place that the Mood settles upon. Depending on the power
of the forces in the Mood, these can simply change the personality of
the place’s inhabitants slightly, or it can even alter their
appearance and abilities. In many ways, a Mood settling on a place is
like a demon possession, but happening
to the entire area. It can be thought of as a new genius loci, a
spirit of place, taking over for the one that naturally exists there.
When
the Dread Mood settles on a place, the local ruler is edited out of
existence, at least temporarily, and replaced by a manifestation of the Dread
Mood. There are several of these manifestations.
The
central figure of the Dread Mood is Dragos Lupei. One can think of
him as the anthropomorphic manifestation of the Dread Mood as a
whole. He does not necessarily show up whenever the Dread Mood
settles on a place, as other manifestations may occur instead.
Dragos, though, is the most feared manifestation of the Dread Mood’s
ruling figure. The castle or ruling building of the area will be
replaced with his castle of Dragoshani, the Citadel of Dragos. Dragos
is a vampire, though he will attempt to keep that a secret for as
long as he can.
When
the Mood manifests Dragos, the woods will suddenly be inhabited by a
pack of werewolves. Very soon, one or more of the villagers will also
become infected. If there are no woods, then some similar group of
outsider entities will come to exist. Perhaps a pack of ghouls in the
desert sands, or weresharks will prowl the outer reefs. The
point is that Dragos, as the centerpiece of corruption of the area,
will be mirrored by figures outside the community as well.
Dragos
will not always call himself “Dragos”, either. His name will
usually be chosen to be resonant with the area on which the Mood
falls, though often with an element of shadowy exoticism. He will
manifest whatever characteristics are natural for the most powerful
vampires in the area, or if there are no natural vampires to be found
he will instead manifest the normal vampiric attributes. Similarly,
his castle will conform to the normal architecture of a center of
power in the area.
In
addition to the normal creatures of horror and fear, an occasional
Rom caravan will also appear in the area. It is not known for sure
what causes these traveling folk to appear, but they always seem to
have knowledge about the manifestations of the Dread Mood, and to be
fairly
willing to help in actions taken in opposition to those
manifestations. However, sometimes they harbor or protect the
outsider forces even as they
try to find a way to prevent their depredations, and they are always
distrustful of outsiders.
Once
the Dread Mood settles on an area, it will remain for as long as the
central figure manifesting at that time remains active. If that
central figure is killed or destroyed, the Mood will immediately
lift, all things returning to normal, for the most part. The locals
will see it as having been like a dream, almost, though they will be
aware that they did the things that they did and those who are dead
will not return to life. Those who were infected by diseases like
lycanthropy will remain affected. Notably, the former ruling figure who was replaced by the Mood's manifestation will die if that manifestation is killed. Perhaps there is another way? No one knows (except the Referee).
Game
Effects
While
the Dread Mood is settled on a place, regardless
of which manifestation occurs,
all saves vs. fear and fear-like effects are at -1. Similarly, all
morale checks and reaction rolls are penalized by 1 point. In the
daytime, the sky will remain constantly overcast, so that creatures
affected by sunlight will not be penalized. At night, rolling fog
will limit visibility outside, even by lamplight.
NPCs
will act a little more frightened of everything, and will not usually
express any sort of joy. The main exception will be the Rom caravans
that will suddenly show up.
In the
Rom encampments will be dancing, singing, and musical instruments.
Rom will be led by a strong fighter, and will always include at least
one aged magician-witch of great insight and power. The Rom will be
slightly, but not greatly, different than the locals, depending on the area. In a European-type
setting, they will resemble typical Romany “gypsies”, while in a
desert they might be a group of wandering Bedouin or the like. They
will always be slightly “off” for the area, providing a hint of
exoticism while still seeming quite appropriate for the place.
Other
Lords Of The Dread Mood
In
addition to Dragos Lupei, there are other manifestations that can
occur.
Baron
Von Hofstedtler: His insane experiments into the creation of life
frequently result in the formation of intelligent Flesh Golems.
Unfortunately, such creatures are inevitably produced with the
intellects of infants and the bodies of large, strong men. It only
requires the destruction of the Baron to lift the Dread Mood. If the
Baron were ever able to raise one of his Golems to intelligence, he
would immediately set out to build an army of them in order to
fulfill his dreams of conquest. However, the villagers are always
terrified of his works and inevitably strike to destroy his
creations, and, ultimately, him. In the process, though, they usually
lose many of their people, and the place will be suffering for years
as a result even after they lift the Dread Mood. Though
there may be Rom when he appears, there are not usually any outsider
entities.
Jaya:
She, or he, is a Rakshasa. His, or her, palace is a place of decadent
pleasures hiding the corrupting filth of the demon spirit. When she,
or he, appears, the graveyards come to house legions of ghouls and
ghasts.
Mab,
The Queen of Air and
Darkness: Unlike the other manifestations, she will not replace the
area’s normal leader. Instead, she and her Court will appear in the
wilderness nearby. She, herself, is a powerful faerie queen (treat as
a dark elf if you don’t have a more suitable option). She will
always have an entourage of changelings, young men and women stolen
from their parents in infancy and replaced with polymorphed goblins
(who live off their hosts until they pretend to die after a few
months, in the meantime also causing ill-luck in the household –
spoiling milk, unraveling weaving, and so on). The woods or
wilderness will be filled with goblins, evil sprites and pixies,
will-o-the-wisps, and the like. These creatures will try to hide from
humans, in order to trick them into getting lost in the deep woods,
running off of a cliff, or wandering into a swamp. Her Court consists
of evil faeries, which can be dark elves or whatever else is
appropriate in your game.
There
are dozens of others, from Kheperkheperure the immortal mummy, who
pursues his reincarnating lover Isetnofret (who does not remember
him, and might even be a PC), to Blubolubdool the leader of the
unaging Fishmen, who need human women to breed a new generation.
Pretty much any horror scenario that can have a central figure can
exist as a manifestation of the Dread Mood.
Designer’s
Notes: When I first heard about Ravenloft,
the boxed set, and the idea of a “demiplane” of Dread, this is
approximately what I thought
it would be. That’s why I was more disappointed than most seem to
have been with that product line, since
it turned out that a “demiplane” was simply a small plane.
Obviously, the idea also draws from TORG,
which included the idea of invading realities. Unlike TORG,
though, I don’t envision these Moods as having a separate existence
from which they come as invaders, but instead are only semi-real.
They only exist when they manifest, and they don’t much change the
map of the area (though some
changes may occur, such as
replacing the ruling building with Dragoshani).
Another influence on the idea was the game Magic Realm,
which included the idea that a tile could become Enchanted, which
provided a constant source of magical power and shifted paths and
locations slightly.