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No part of this document is Open Game ContentThe articles contained within this document are the sole property of the authors.Any unauthorized duplication of this document will result in a public burning.

Survey of SouragneMarch 1st, [email protected]

Fraternity of Shadows®

In no event is the Fraternity of Shadows liable for damages caused by the misuse of its products.Dungeons and Dragons, D&D, and Ravenloft are trademarks owned by Wizards of the Coast Inc (WotC).This netbook is not in any way a challenge of any copyrights.These trademarks are used without permision.So sue me.No, wait, don’t sue me.

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Table of C ontentsTable of C ontentsTable of C ontentsTable of C ontents

P rologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

G eographical S urvey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

S ociological S urvey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

R el igious S urvey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

A ppendix 1D M 's A ppendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 

A ppendix 2

W ho’s W ho . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 

A ppendix 3

The M isroi L egacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 

I ndex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100

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P rologueP rologueP rologueP rologue

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P rologueP rologueP rologueP rologue

5555

G reetings my E steemed B rothersG reetings my E steemed B rothersG reetings my E steemed B rothersG reetings my E steemed B rothersIf you can read this, you have received our decryption key to read this tome, not the vapid travelguide it otherwise seems. For those unaware, please allow me to present myself: My name isViktor Hazan, member of the Fraternity of Shadows and one of the elders of the newly foundedSouragne Chapter.

It has been three months since we were chased from our beloved manoir in Ste Ronges. On the

night of Saturday, October 29th in the year 759, a traitorous elder used his reputation to conspireagainst our Fraternity. Alas, even Sir Castelle was fooled. Having considered him a close friend,it is with a loud call for vengeance that I share his name with the readers: Erik Van Rijn.

In the aftermath of Van Rijn's treachery, we fled the city and wandered in search of sanctuary.Recently, we received a missive from Ambrose Skully alerting us to a refuge on the island of Souragne. Presently, we have set up a new base of operations on that island, and, even now,plan our revenge on Van Rijn and Death's Unholy Order.

We have found an isolated plantation known as La Maison Soulombre. No doubt, you willappreciate the location, just south of this island's main city, Port d'Elhour. The irony is that ahuge cemetery is located near our property, so, in our opinion, this is the last place Van Rijn andhis masters will look for us. Doctor Anthony Reuland -always skilled with propaganda- hasdisseminated rumours that we are somewhat retired merchants. This will cover for themerchandise we receive as well as the visit of foreigners.

Forgetting the horrible humidity, the viciously spicy food and the quaint local customs, ouracclimatising here was relatively easy. Using our Fraternity's deep purse, we are consideredmore well-to-do here than in Richemulot. Life is easy when you are rich in Souragne; indeed,the greatest peril we face is to resist the decadence often noted in the noblity.

During my first days in this strange land, I encountered one of the so-called "priestesses" of the voodan cult. This crone, Majenka, explained to me the "laws" of the land. First, she said, allbodies were required to left intact and above ground for four days prior to burial. Next,according to her, we were forbidden to practice our magic arts, for only necromantic or healingmagic are allowed. She mentioned this with a knowing smile as though she recognized that Iwas a practitioner of the Art. I find this particularly disturbing, since I gave the withered

creature no hints of this! Still, she insisted that these laws were absolute; that they wereenforced by one of the "loa" -one of her spirits- known to the locals as "the Lord of the Dead".

Following this discussion with Majenka, we took all measures to protect ourselves from hisnotice. Thusly, the following edicts were sent to all Fraternity members in Souragne: "Allmembers are to refrain from the use of magic when one's goals may be achieved throughmundane means. Furthermore, no member may at any time cast magic in front of witnesses(excepting when one then permanently silences said audience)."

Not knowing the capabilities of the Lord of the Dead, we believe secrecy to be the highestpriority. To that end, I proposed we capture a minor fiend and trap it in the basement of theplantation in order to shield us with the demon's reality wrinkle. I will reiterate that there is noneed to become ambitious and summon a more powerful a fiend than required. I need not

remind our members of the dreaded "Borcan Incident", and the price for such excesses.More information will be available as we approach the summoning incantation. In the

meantime, the other Fraternity cells remain on the Core, searching for Van Rijn. Sourcesindicate that he too is in hiding, most likely on an Island in the mists. As such, those isolatedregions will be the focus of our hunt to capture and destroy him. This survey of Souragne is tobe the first of many reports as we stalk the traitor.

Yours in Shadow,

V iktor H azanV iktor H azanV iktor H azanV iktor H azan

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G eographical S urveyG eographical S urveyG eographical S urveyG eographical S urvey

C hapter 1C hapter 1C hapter 1C hapter 1

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From the bridge of our hired boat, I smiledwhen I saw my companion's look of shockwhen we emerged from the Mists. Havingbeen in Souragne once, I knew the changefrom the colder mists to the very hotSouragne climate was quite a surprisingcontrast. My smile left me after a few

moments when the first clouds of bloodthirsty Souragniens mosquitoesappeared over our heads.

"Dear Ezra! This place is a furnace!" saidthe Captain of the boat when we came inview of Souragne. "It's so hot here", headded, "I think even steel would melt." Afterswatting a large mosquito on his arm he wentback inside and said "But those bugs are thereason I won't stay very long. I leave you at

the quay and then go back to Darkon."

S ouragne in shortS ouragne in shortS ouragne in shortS ouragne in shortLocation: Island in the mists

Ecology: full (forest and hot marshes)

Darklord: The Lord of the Dead

Year of formation: 635Cultural level: Chivalric (8)

Population: 3 100 (humans 99%,other 1% - mainly calibans)

Main settlements: three - Portd'Elhour (1 200 persons), Maraisd'Tarascon (300 persons), Thibaut(150 persons)

Religion: the loas (see Dark Tales &Disturbing Legends) for the masses,

Ezra for the owning classLanguage: Souragnien

Government: aristocratic electedleader, independent settlements

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G eographical S urveyG eographical S urveyG eographical S urveyG eographical S urvey

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C limateC limateC limateC limate

Along with the Amber Wastes, Souragne isone of the warmest known lands. Butcontrasting the wasting desert, Souragne isplagued by a very high level of humidity. Infact, simply walking for a minute or twounder the sun causes the average person tosweat. The days are mostly sunny, with a fewthin clouds lazily passing by providing anappreciated -if short- screen from the sun.However, with a nice, cool iced herbal tea ona veranda, this weather is much morebearable than the desert.

On the few occasions when there is wind,this calm breeze comes from the sea and isseldom effective at chasing away the dampair or the mosquitoes. You need to standunder a mosquito net or be always on themove. Standing still only attracts them I fear.However, sometimes, for a few hours, thewind direction changes and come from theswamp. Most people stay indoors when this

happens as the number of mosquitoes andannoying buzzing flies is increased tenfold.

The very warm and humid temperature isdepressingly the same at night making sleepdifficult. In the early hours of morning, ashort hot rain often dampens accumulateddust. On the bad sides, this rain quickly

raises the level of humidity early in the day.We haven't experienced it yet, but the end of summer brings the rain season, which lastsabout two months. During this period, wewere told that rain can pour for days on endand the temperatures are only slightly cooler.

The M urky S eaThe M urky S eaThe M urky S eaThe M urky S eaAfter the misty travel, the fog dissipates to asea of muddy colour, the Murky Sea. This

body of salt water is usually quiet with fewbig waves. The Sea is narrow, about a milewide at most. For travelers on this sea thehorizon on one side is the flat land of Souragne and the Mists are the others.During the day, many small fishing boats areseen on it, drifting lazily while fishermenwatch over their nets. The fishermen mostlycatch dull-coloured bony fishes that are tastybut unpleasant to eat. Some larger, meatierfish are not unheard of, if uncommon (tuna,swordfish; which are usually sold a good

price to the seigneurs). The Murky Sea iswhere a lot of Port d'Elhour inhabitants getthe food they eat, unless they work for aplantation and get paid for their work.

Since the waves are low and the peoplepoor, many small fishing boats are just a fewinches over the water level. When wearrived, one of these boats capsized from thewaves made by our larger vessel. Thefishermen yelled things we could not hear inour direction. All unpleasant I presume.

Other fishing ship came to the rescue of thepoor angler while our captain kept hisdirection and laughed nervously at the scene."The man will be saved. But it be anotherreason to leave early. The people here arecrazy", he muttered, "That was not a boat, it'sa floating wooden door."

There are tales of fierce sharks swimmingin the Murky Sea but it is probably only afisherman's tale since it's been decades at

S ize of S ouragne - Q uestion of scaleS ize of S ouragne - Q uest ion of scaleS ize of S ouragne - Q uestion of scaleS ize of S ouragne - Q uest ion of scaleThe swamplands, or some say the spirits of the swamp, have a way of clouding men'sminds. In fact no one has really come upwith a definite measurement of the realm'ssize. What may seem a short distancebetween two points to one person may

seem longer or more distant to another...The last canon measurements for

Souragne are 8 miles wide, by 5 milesnorth to south (Domains of Dread, page96). That is close to 40 square miles. Thisis only a suggested size and DMs canadjust this scale for their game.

M istway to S ouragneM istway to S ouragneM istway to S ouragneM istway to S ouragneThe Ravenloft Player's Handbook reveals awell-known mistway linking thenorthwestern Nocturnal Sea, near

Nevuchar Springs, to northern Souragne.Named "The Wake of the Loa" by thesailors, this mistway is two-way and of moderate reliability (see the RPHB fordrifting chances of this mistway). Thehazards sometimes encountered in thisspecific mistway are described in VanRichten's guide to the Mists (chapter six)

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G eographical S urveyG eographical S urveyG eographical S urveyG eographical S urvey

10101010

The marsh covers at least two-third of Souragne and is named Maison d'Sablet bythe local people, but my experience showthat speaking of "the Swamp" will suffice.Where this swamp received its name eludesme, and none was ever able to explain theorigin of this designation.

Surprisingly, these marshes are not the foulplaces of rotting death we foreigners at firstimagine. Forget the image of a grey swampwhere everything is decaying. In Maisond'Sablet, the dominant colour of this area isgreen and it blooms with life. Plants growand die quickly leaving room and nutrientsfor more. In there many edible animals liveand useful wood grow quick. In fact, Maisond'Sablet offers many resources to the mostadventurous Souragniens, but its importantto say most of these swamp visitors never

wander far from view of bordering solidground and most probably never wanderedfarther west than Lac Noir.

The outer border of Maison d'Sable'st are aforest of willows trees and thick bushes. Thistangled wood drains the soil and forms abarrier of solid earth to keep the swampenclosed. Beyond this thick patch is a web-like network of creeks and streams. Thesestreams are rarely more than 10 feet across,and half that in depth.

On these borders it is not uncommon tomeet Souragniens coming to the banks to tryfor catfish, shrimps or crawfish; or to collectwild rice, medicinal plants or cutting wood.They stay in or near their flat-bottomed boatsand keep an eye for dangerous reptiles.

It is quite an experience if you enjoy

fishing as I do. I would have loved to bringstudents in this place where fish is plentifuland combative; an entire lesson plan couldbe built around the swamp life. I advisepeople set on putting their fishhook in thewater to make sure they do not get lost; it isvery easy to loose all sense of directionwithin the swamp.

The verdant swamps of la Maison d'Sabletare home to all manner of exotic plant life.Even in the putrid, stagnant waters of thebog, numerous species of flora thrive.Indeed, the bog supports a great abundanceof vegetation, including some that possessbeneficial properties and some that pose athreat. The marsh is a heavily forested placedominated by large mangroves but also pinesand cypress on the drier parts. Most of thesetrees have a pale-green coloured mosshanging from them. I found the cypress'wood seldom rots so Souragniens favour it inbuilding. The moss, when mixed with mud,makes a solid mortar for vernacular brick

houses. Other plants life includes manykinds of flowers. A vast array of mosses andmushrooms cover the swamps, with lilypads, flowers and a frightening number of carnivorous trees creatures. If it leafy andkills people, it's in the Souragne swamps.

As I wrote earlier, it's very easy to get lostin Maison d'Sablet. There are waterwaysslowly leading off to nowhere, and everchanging sloughs that flow aimlessly, notunlike snow-blind worms, to join a largerriver with slightly more current. In most

places the current is very slow, so if you seeripples, probably there is something else inthe water.

Just as in a desert environment, travelersmust stay hydrated at all times and avoidprolonged periods of strenuous activity.Life-long residents of the swamp prefer totravel during the early morning and evening,when the temperature is bearable. Nightfall

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brings still cooler temperatures, thoughlocals warn that the wildlife is also moreactive during the night. It is myrecommendation that our members employlocal guides, or restrict their movements today hours. In either case, hot weatherclothing is mandatory, as is a supply of fresh

water.More than just a hindrance to travelers, theswamps of Souragne are a very real threat tolife and limb. The muddy waters of theswamp are known to be toxic, forcing thenatives to drink from stores of rain water.Using small micro-optical technologyborrowed from our Lamordian members, wehave discovered the bog waters to beinfested with a plethora of parasitic lifeforms. Experiments revealed that ingestingthe reeking water caused sickness in a matter

of hours. Even brief immersion in thebrackish liquid put a subject at a marked riskfor disease. Fortunately, a laboratory mishaprevealed that these deadly organisms cannotsurvive emersion in boiling liquid. It is thusrecommended that all Fraternity memberscarry a means of boiling water duringexcursions into the bayou. The only sourcesof potable water are the one you brought, oneyou boiled, or rain collected in leaves.

However, in the deeper regions of the

swamp grow a species of tree-climbing vine,known to the natives as "rain-shoots". Thesethick, grey creepers range between 1-3inches in width, and are usually covered in adull green moss. Once cut open these vinesbegin to drip water in a slow but steady flow.Over the course of an hour, a single shootcan produce enough potable water to sustain

a full grown man or woman for four hours.Wise swamp-dwellers are known to campnear large concentrations of trees, so thatthey might regenerate water stores as theysleep.

Though the rain-shoot is but one producerof fresh water, most other sources provemore trouble than they are worth. Case inpoint is the Frog Fountain, a rare andbeautiful flower found in the trees of theswamp. These large, orange and crèmecoloured blooms catch the plentifulrainwater and store them within theconvoluted folds of petals. A single flowermay hold enough water and nectar to fulfill asingle person's need for food and drink forone day. Unfortunately, the local wildlifeprizes the blooms as nests. Some areas where

these flowers grow are home to snakes andother predators, and also to a rare species of toads known as "Poison Dart Frogs". Sodeadly are these amphibians, said our guide,that even touching their brightly colouredskin may cause illness or death. Because of these, local residents avoid Frog Fountains,preferring other methods of water gathering.

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Movement through the swamp is a tryingordeal. The swamp is a massive obstaclecourse filled with trees, fallen logs, thickbushes, slick mud and small streams.Through this tangled labyrinth, even theshortest routes are made into long, circuitoustrails. Navigation in the marshland maze is

all but impossible. Most of the larger pondsare covered with large green water lilyleaves. This vegetal carpet is often very thickmaking travel by boat exhausting and twiceas long.

Though slow and difficult to manoeuvre,rafts preserve the energy of the traveler andoften outpace all but the most experiencedhikers. Some of the locals employ an evenmore impressive water craft, known as a"canoo". These boats are long, sleek vesselsmade from hollowed-out logs. The native

peasants prize these boats for theirlightweight: two men may carry a boat or asingle man may drag it. This ingeniouscombination allows travelers to move overthe water and land with great ease. The localaristocracy shuns all forms of nativewatercraft and preferring to use the morefamiliar rowboats. Though these craft are farheavier, they are sturdy and may carry greatloads with relative ease.

The ground is muddy at best or covered

with tea coloured water. Languid ribbons of mist drift slowly on the ground. This mist isoften very thick and even up to thetreetops.Here and there, a few sandy orrocky islands in the swamp have solidground. Most are said to be inhabited bysupernatural creatures, evil voodan or the ill-famed boccoru. I personally never saw anyof them in numerous expeditions in themarshes

Interspaced throughout the bog are avariety of natural hazards. Peat bogs and

quicksand are common in the water-loggedsoil. These lethal hazards are nearlyindistinguishable from the local environmentluring even experienced trekkers into danger.Unsuspecting travelers rarely suspect theirperil until they have already walked deepinto the center of the sucking mire.Experiment has shown that these bogspreserve their victims leaving a body intactfor decades, and perhaps even centuries.

A dventure hook - C oup P adreA dventure hook - C oup P adreA dventure hook - C oup P adreA dventure hook - C oup P adreThis plant is often referred to as 'the DeadPlant', as its mature state looks much likethe rotten remains of a dead vegetable.Mature Coup Padre plants are few and farbetween, however premature ones are notuncommon. A premature Coup Padre plantlooks identical to a smaller version of itsharmless relative, the eggplant, and can beingested without any form of harm.However, under the right circumstances,the plant develops a black and twistedshell. A Profession (herbalist) check(DC18) is required to identify that a matureCoup Padre is more than rotten plantmatter. This DC is decreased to 14 fornative Souragnians. Finding a mature CoupPadre plant requires a Wilderness LoreCheck (DC25).

Once a Coup Padre vegetable matures it

requires no nutrition, moisture, or sunlightto remain 'fresh'. Nevertheless, the plant isstill alive; placing the Coup Padre in itsfavoured conditions causes it to sprout astem and roots, potentially spawning otherfruiting bodies. Local rumours in Souragnesay that the Coup Padre is the favouriteplant of the dead. The truth is not all thatfar from superstition, since the powderedform of the mature Coup Padre can be usedto create more powerful forms of corporealundead.

With a Profession (herbalist) check(DC20) the plant can be ground into a

powder. Ingestion of this powderimmediately affects the victim, who mustmake a fortitude save (DC23) or beparalyzed. Paralyzed victims appear dead,however, if left alone, the victim willrecover within 2d4 weeks. Whileparalyzed, the victim does not need air,water or food to stay alive. In most cases,the individual wakes up to find himself trapped in a coffin, only to suffocate todeath.

A character attempting to raiseindividuals that have died in the abovemanner are able to raise them as if twocaster levels higher than normal (thusallowing a higher number of Hit Diceworth of creatures to be controlled).Thesecorporeal dead that were 'killed' from theCoup Padre receive a +2 bonus towardstheir turning resistance. However, if thesecorporeal undead ingest at least one tablespoon of salt their hit points are reduced tozero and they resume being dead. The bodycannot be resurrected or raised after this.

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Local superstition holds that such bogs trapnot only the body, but also the soul of itsvictims. It is said that should a body ever befreed of the bog, it would rise as a hideouscreature to terrorize the living. Furtherresearch is recommended to determine theveracity of these claims.

The muddy bogs of the swamp sometimestrap the natural process of decompositionunder a thick layer of mud or peat. Thedecaying matter creates a miasma, called"swamp gas", which ferments under itscovering becoming a reeking cloud of noxious fumes. Should the covering of mudor peat be disturbed, this cloud will escape,polluting the area until dispersed. Undercertain conditions, these gasses sometimesemerge in such thick concentrations that theypush out all breathable air at ground level

leaving an area smothered in a cloud of horrible vapours. Even more dangerous,these gasses are known to be highlyflammable. Upon escape, should the gassesbe subject to ignition, they may explode withthe force of up to a small barrel of gunpowder. Thankfully, such strength for agas explosion is rarely seen.

Many animals live in Maison d'Sablet, of which, the infamously hungry alligator, isking. One may just see his eyes over the

water, so travellers learn quickly to avoidthese. While the average alligator is about 6to 7 feet, certain larger ones can be longerthan 10 feet. Sometimes these fierce animalsdo not even hesitate to try to get into a flat-bottomed boat if the opportunity presents. Inearly capsized once from the surprise of having two of these reptiles trying to enterfrom the same side, tipping my boatdangerously to their side. Fortunately, thenoise of my pistolette chased them away.

Other animals commonly found in the

swamps are raccoons, opossum, frogs,shovel-nosed turtles, small lizards and(typically poisonous) water snakes. Thepoison level of these snakes is within thenorms for this type of snake making it auseful source of venom. It is rumoured thatlone black bears and wild dogs have beenseen.

In the water, the swamp is home to leeches,spiky (and likely poisonous) eels, pike andcatfish. The banks host numerous types of shrimps and crawfish, which are considereda delicacy by Souragniens. And rightly so, Ithink. Rumours speak of monstrous brown

catfish with large human-like dead eyes andsharp poisonous fins. Six to seven feet long,their weight is often over 200 pounds! Theirhungry mouths are wide and sharp enough tosever a man's foot and hungry enough to eatnearly anything, alive, dead or putrid. I'mlooking to landing one of these marshmonsters someday as their flesh issupposedly a delight when marinated in limeand cooked over coal fire.

In the air, birds of all sizes share thetreetops: from the tiny sparrow to doves andsand pipers, falcons and osprey, and evenlarger birds such as the common owl, heronand stork and the occasional pelican (nearerthe Murky Sea).

At night, bats of all size are seen in themoonlight preying on insects. Unfortunately,hunting is not always restricted to them.Several of the larger bats hunt any livingcreature for their blood: these are theinfamous Souragniens vampire bats. Eachanimal is not difficult to destroy, a marsh

guide once told me, but a swarm of them isquite another.The Souragnien swamp is a paradise for

insects: mosquitoes and flies, ticks, crickets,cicada, colourful dragonflies and scarabs. Ifound their buzzing at dusk surprisinglynoisy and it covers the approach of largeranimals hunting in the dark.

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The marsh is also home to the deadly blackwidow spider. This spider is often used byvoodan in their ceremonies or their potionbrewing. I got a few of them live, in avivarium. It can be helpful should we need toget rid of someone.

Most of these denizens of the marches do

not leave this area to venture far on solidground. In the middle of Maison d'Sablet, alarger lake stands about a mile wide. Thesurface of Lac Noir is thick with water liliesand algae. Many frogs and insects dwell inthis vegetation, with the occasional feedingheron (and the alligators feeding on the last,of course). Traveling by boat on this body of water is slow, because of the thick algaecarpet. The name of this lake comes from ablackish wildberry made by a plant growingaround the algae. The berries detach and

float two times per year, making the surfaceof the water look black. This "lac noir berry"is very bitter and is often used in folkmedicine.

Around the lake are a number of islandsfirmer than much of the rest of the swamp.Legends have a habit of forming aroundthese locals and I have described a fewbelow.

A small island of solid ground is found inthe middle of Lac Noir, and rumours say that

this sandy island is the home of the loa the enof the Swamp, a dryad-esque fey creaturesaid to be benevolent (see appendix). Manyhave tried to reach for her but never wereable to lay their eyes on her. I passed nearthis island a few times and never saw her orany sign of a house of any sort. It seems theMaiden of the Swamp is a shy being,showing herself only when she chooses.

On the eastern side of Lac Noir, near thedry land border, a peculiar island stands inthe marsh. This small patch of land iscompletely devoid of vegetation, except amassive, black barked, mean-looking willowtree. The place is well known to mostSouragnien, who nicknamed the island "TheBlack Willow." Legends say a plantationwas formerly in this location, before theswamp gnawed at its land. Owned by awicked owner, Nazaris Verret, who killed aservant girl he impregnated under this tree

D read P ossibili ty - R eptile R aptureD read P ossibili ty - R eptile R aptureD read P ossibili ty - R eptile R aptureD read P ossibili ty - R eptile R aptureIn the westernmost swamp, there is a smalltribe of reptile folk resembling four feet tallhumanoid alligators. These creatures, calledMerrshaulki, perform strange rituals andchants and have the supernatural ability tomesmerize the natural alligators of the swamp(see appendix).

The reptile folk are ledby what they believe

to be an avatar of theirgod, a Souragniennamed Sandover(Human AfflictedWerecrocodile [seeLost Empires of Faerun, p 181] Cleric7 with access to theEvil & Plant domains;

NE). Sandover also possesses the salientability of Animal Command, as detailed inChapter Five of the Ravenloft Player'sHandbook.

Once a plantation worker, Sandoverstumbled upon the reptile men conducting aritual in the swamp. This touched a spiritualcord deep within that transformed him into amaledictive werecrocodile of enormous size.Sandover embraced his transformation,becoming high priest of the Merrshaulki.

His complete story is detailed in Childrenof the Night: Werebeasts.

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for fear of loosing his status if it was knownhe had an affair with his lesser. Haunted byremorse and hung himself. The Souragnienssay that the swamp swallowed the plantationwithin less then a year. The flooded ruins of the plantations are still visible. I passed nearthis island once, but didn't walk on it since I

suspect it is haunted. It is whispered manyevil voodan visit the island for supposedlyincreased powers, and that lightning strikesthis tree strangely often.

Another similar patch of solid ground isthe lair of a powerful recluse: the voodanknown as Chicken Bone. This small and fraillooking old man lives in a shack made of sugar cane, bamboo, and reeds on an islandclose to Lac Noir. It is whispered that thosewanting to meet this near legendary sorcererhave to go to a certain place near the Maison

d'Sablet border, where they will find a fragilelooking raft that will magically reachChicken Bone's island by itself. It is alsowhispered that this old man is a mastervoodan and can help anyone (he is said tohave even met the Lord of the Dead), but fora price. The Souragniens we spoke tocautioned us that Chicken Bone usually askfor a specific task, or a peculiar thing, in thevein of a personal item you are wearing(scarf, shirt, etc.) or a strange body part (hair,eyebrows, blood).

Not wanting to get his undue attention, weasked all fraternity members to avoid him orany voodan of darker repute.

The most western part of the swamp,mainly the area west of Lac Noir is seldomvisited by Souragniens. Very few humanslive there, if any, and rumours of strange andcruel creatures are told: alligator people andother reptilian humanoids, secret evil voodantemples, half-sunk cities of zombies, swampmonsters, etc. In addition, a hidden area of 

Maison d'Sablet is rumoured to hold animpressive pyramid made of stone.

I believe we should explore this placesomeday but no guide wanted to bring us inthis area.

A dventure hook - B lack W il lowA dventure hook - B lack W il lowA dventure hook - B lack W il lowA dventure hook - B lack W il lowThis island is haunted by Marguerite, theghost of the servant girl. For moreinformation on this sinkhole of evil,please see the Ravenloft Dungeon MasterGuide, page 98.

A dventure hook - C hicken B oneA dventure hook - C hicken B oneA dventure hook - C hicken B oneA dventure hook - C hicken B oneChicken Bone (or alternatively "Patte dePoulet" as seen in the French Ravenloftbooks) is one of the most powerful andinfluent voodan (The 3rd ed. book DarkTales & Disturbing Legends details thevoodan class).

Thesuggestedvoodan level

for ChickenBone is 14th.

Basicsuggestedstats: 14d8 (63hit points),LN, CR 10;

Str 13, Dex16, Con 10,Int 16, Wis 17,Cha 14

His list of feats should include: Dancing Bones (seeappendix), Brew Greater Potions (DarkTales & Disturbing Legends) and otherpotion brewing-type feats, and alchemicalfeats (Van Richten's Arsenal).

As payment for his services, he requiresafterward that his patrons perform aservice for him. The nature of this serviceis known only when Chicken Bone hasdone his part of the deal. Most of the

time, it is said these services or paymentsare minor and done in short time. What ismore worrying is that on certainoccasions, the task is very time extensiveand even dangerous.

For more information on this character,please see the 2nd edition Ravenloftmonster appendix MC2: Children of theNight.

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M aison de la D étresseM aison de la D étresseM aison de la D étresseM aison de la D étresseThe southern parts of the marshes are filled

with hidden and particularly treacherouspatches of quicksand. In this area, a lonely

plantation stands. This vast plantation is therumoured home of the Lord of the Dead.Few Souragniens would knowingly approachit and again no guide was willing to bring usthere. They referred us to Chicken Bone,who is said to be able to bring us there.However, his price was one we were notready to pay.

It was here that I learned that scrying inMaison d'Sablet is particulalry difficult.After my failure to secure a guide, I wishedto scry on Maison de la Détresse but all I

could see was mist! Even when I tried tolook in the marshes or the Maison de laDétresse area, only the Mists. That magic isfoiled this way frustrates me and denies ausually good source of information.

E astern S ouragneE astern S ouragneE astern S ouragneE astern S ouragneThe eastern area has higher ground then theneighbouring swamp. Still, weird waterinundations in this area still happen once inabout every three years from water rising inthe swamp simultaneously with the MurkySea, or so I was told. The water level coversthe land by a water blanket of a few feet.After a day or two, it returns to normal. Afterinundations near the swamp borders,Souragniens watch for hungry alligator thatdrifted to the main land and were caughtthere when water receded. Personally, Iblame a high water table and lack of soilabsorption for these floods.

Oh, I need mention quickly that water fromthe few fountains or wells is often tainted

and can make people ill. Souragniens collectrainwater for their drinking needs. Aforeigner can see that all houses have water-collecting gutters on the roof, bringingrainwater to barrels.

This drier Eastern section of Souragne iswhere most of the domain's inhabitants arefound.

The "civilised" part of Souragne -or so theseigneurs like to think- has a fewsettlements linked by a dusty road named

Chemin Les Tristepas. This road is difficultto travel when it has rained quicklybecoming unpleasantly muddy, delayingexpeditions and doubling travel time.

L es TristepasL es TristepasL es TristepasL es Tristepas

"You're right monsieur; it is vraiment trèsdommage that one of Souragne's greatest accomplishments -the magnificent roadwaythat traverses the island- should 'ave earned so depressing a name as 'the sad steps'. It 

kind of goes against the proud nature of Souragne's people, non?

"If you are sitting here in Maraisd'Tarascon asking me all these questions,then you have seen how magnifique the road is, how much effort it took to build the t'ing.What with all the heat an' the bugs an' thebouette an' all the rainy weather… not tomention the jumbies that might crawl out of 

S crying in M aison d'S abletS crying in M aison d'S abletS crying in M aison d'S abletS crying in M aison d'S abletIt should be noted that scrying spells

and similar powers works with greatdifficulty in Maison d'Sablet. The userof these powers has to make a Will-

based DC 30 to be able to successfullyuse these spells targeted in the swamps.The Lord of the Dead knows when

such scrying attempts are targeting laMaison de la Détresse (DC 20 Will toknow Maison d'Sablet is being scryed,and DC 30 to know the culprit'sidentity).

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the closeby swamp in the middle of the night. Back in the day when it was first completed les Tristepas was quite a sight to behold. Asmooth ride, flagstones and gravel had beenlaid for most of its length, although by thetime the road expansion to Thibaut began it seems they settled on hardwood planks for shoring up stretches that were more prone to flooding during heavy rainfall. Between Port d'Elhour and Marais d'Tarascon, every timea tiny stream cut the road, a beautiful, gently

arched stone bridge was built, the sidescarved with all sorts of creatures of legend. An' there are ten such bridges between thetwo towns… faut l'faire, non? The rows of towering willows that flanked the road for itsentire length were impressive, as were the oillanterns that lighted it up at regular intervals along its length. Even the most insignificant of intersections was marked with a pretty sign. That road made Souragnea great country.

"The slaves that built the road first nick-named it les Tristepas because of all theblood, sweat an' tears that soaked the stones from which it was constructed. Hundreds of men, women, and children died during itsconstruction from beatings, starvation,exposure, or exhaustion. They marched on it to their death. My own ancestors died tomake this road. C'est triste, non? But I guessit was necessary… someone had to build it, yes?

"The rich folk once had a different, more

 proud name for the road… but no oneremember it. Now even the nobles call it lesTristepas. I guess it reminds them that despite all their big ambitions most still canonly go from one end of this island to theother end and not much further in the bigworld. Walking on that road always gets methinking about what is and what could havebeen, and what maybe never will be… and maybe it's the same for the rich folk.

 Nowadays, a trip along the road seems to digup one's regrets, to invite the willows towhisper unhappy t'ings in one's ear. Maybethat's because the road itself no longer livesup to what it could have been… it's still nice,but broken flagstones haven't been replaced,some stretches are uneven, there isn't alwaysoil in the lanterns, signs have fallen, thecreatures carved into the bridges look weathered and faded, and the trees... thetrees look sad. Most people are afraid to

travel the road at night; they say that youcan hear those who built it crying in thedarkness, walking behind travelers just out of eyesight.

"Anyway, I doubt that anyone will ever build such a great road again, in anycountry, and here it is in Souragne… pasmal, hein? And if you try telling me that theroads in Dementlieu or Richemulot are morespectaculaire, I will say that you are full of it, monsieur…" 

-- from an interview with Arnaud d'Lute,shipbuilder in Port d'Elhour

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The P ortThe P ortThe P ortThe P ort

The port is a foul area, stinking of fishrefuses left rotting in the sun. Sometimes thesmell is so overwhelming it can makeforeign people feel sick. This miasma doesn'tseem to annoy the local people and it is fairly

animated, especially when a foreign tradingboat arrives to haul merchandise. When sucha boat is at the piers, many fishermen tradetheir usual hard work to offer their servicesas dockers. It seems the pay is better, but Ibelieve Souragnien like to be among the firstto learn of newcomers and find thepossibilities they bring to improve their life.

To hide merchandise from thieves (andfrom the bad weather), the bay front ismainly comprised of stone or brickwarehouses, rented or owned by theseigneurs for their trade with other domains.Each seigneur is responsible for the securityof their merchandise, and the most valuabletrade goods are watched by hired guards.

Fishermen unload their catch here too,with throw-away left there and surplus soldat the "marché", the market square.

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P ast- the-P ortP ast- the-P ortP ast- the-P ortP ast- the-P ortEast of the city is a slum called "past-the-port". This is a dangerous place; most peoplehere carry a weapon, even if only passingthrough. Watch your pockets and don't goalone at night, especially if you look like youhave a heavy coin purse. It is in this area thatmany people of the working class spend theirmeagre pay, to forget for a time their poorlives. Fights and other violence are frequentafter nightfall. The men wander in drabclothing with expressions of sadness whilethe ladies of the street wear colourful makeup as if to hide something.

Many establishments provide prostitution,gambling and cheap alcohol, and often allthree. Many of the bars and gambling housesdo not even have a name. Cock fights are the

most frequent gambling events. Theanimation of these games is interesting tobehold as all the town seem to be watchingand wagering. I even saw a few seigneurswith their guards, disguised of course. In thisneighbourhood everything has a price, evenhuman life.

The cheap houses are made of bricks witha mix of mud and marshes moss for mortar.These buildings are in poor shape and manyof these houses do not even have a door!This part of town is particularly hot and mosthouses have hooks at their corner wherecanvas sheets (often reused boat sails) are

hung over the dusty street for cover and togive a sense of privacy.The streets of Past-the-Port are narrow,

filled with refuse and very dusty, or, if rainrecently fell, unpleasantly muddy. Sadly, Ifound many poor families living amongst theriff raff and begging children are often seenclinging around wealthy or foreign lookingpersons.

A small and noisy inn is located here, thevery dirty 'Cat and Mouse' (the room qualityis dirty and mediocre and no food). Thesmall 'Grinning Man' (poor food andaccommodations) is one that only the mosthardened rogues would visit after dark. Theresident fence will purchase stolen orotherwise dubious goods for a quarter to afifth of the price, no questions asked. Manyother seedy inns exist but do not have a nameor sign.

Le Coq Noir is the largest gambling houseof the area; it is located at the northern edgeof Past-the-Port, near the Marché. This

gambling house, where most nights a gameof high stakes cards will be running until thesmall hours of the morning, is less dangerousand frequented by many seigneurs, wealthylocals and foreigners. This "hotel" is, in fact,the highest end of Port d'Elhour's gamblingrooms and closed house. Companionship of the highest quality may be bought forenough gold and the chances of finding one'spurse light after a night of pleasure are slimas the "lady of the house" Mme. Larouche,runs a very strict establishment.

The Town P roperThe Town P roperThe Town P roperThe Town P roperOutside the port and the adjacent slum, thetown is nicer and the streets wider. Many of the poorer houses are also made of crudebricks, but they are in better repair than theones in the slum. The best buildings aremade of stone or bricks and have two orthree floors.

D read possibil i ty -D read possibil i ty -D read possibil i ty -D read possibil i ty -N anaea's grandchildrenN anaea's grandchildrenN anaea's grandchildrenN anaea's grandchildren

Nanaea's grandchildren (see Lord of the

Dead's background) are crime lords in Portd'Elhour controlling most of theestablishments the vices of lower classespatron. Jessica de Nanaea (Rog6) ownsmany establishments (often a mix of aseedy tavern, with a gambling house andpossibly a brothel), while Antoine deNanaea (Ftr6/Rog4) controls street crimeand protection rackets ruthlessly.

They enforce the protection of the Past-the-Port area with their thugs. Bodies of offenders are disposed in the swamp -whennot dumped in still alive.

Both live in a mansion inside Portd'Elhour. They are secretly informants tothe Lord of the Dead. Sometimes, for aprice, they can tell the complete tale of TheLord of the Dead (they are among the fewto know his real name).

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Typically, a large balcony on woodenpoles overhangs the street and worked ironfences with vegetal patterns divide the plots.Some houses also have a gingerbreadwooden ornamentations to it but these oftenneed to be painted, if you ask me.

While Souragne's history speaks of glory

and riches, I think most of the buildings onlyshow a pale reflection of what the townprobably looked in those better days. If youwalk in Port d'Elhour today you'll find mostbuildings are in a piteous state and leftwithout renovation. Still, this is the best partof town where many merchants and skilledartisans live.

Intendant Mayor Bernard Foquelaine livesin a well-kept manor on the outskirt of thetown. A wall surrounds this small propertyof this spidery politician.

The best tavern in town is 'The Black Ship'(the food and accommodations are excellent,but this establishment is often fullyoccupied: it has only four rooms). The BlackShip is definitely the tavern of choice for themore well-to-do traveler as the rooms areboth safe and luxurious. The furnishingshave somewhat of a nautical theme withmuch polished wood and brass. MadameDreyfuss, the widow of a retired sea captainand rumoured smuggler, runs the hostelry.

Security for the establishment is good asMme. Dreyfuss has employed some of herhusband's most loyal officers and crew intheir sunset years, rowdy customers may besurprised to find their weapons flicked fromtheir hands with a flash of a cutlass by agrey-haired guard.

The old 'Two-Hares Inn' is a nice and cozylittle auberge, usually with musiciansplaying in a corner (room quality is averagebut no food. They do serve drinks). Its namecomes from a famous Souragnien tale of tworabbits: Longhears, the clever one whoalways helps Bouki, the one who always getin trouble. It seems they had trouble getting asteady chef in the recent years so, for themoment, the kitchen is closed. The moregossip-minded claim the place is cursed.

A seedier locale is the 'Scolding Jay'

(room quality is average and again, no food.Drinks, of course, are served), but it's a goodplace to hear rumours. It is owned by a manof ill-repute, one Antoine de Nanaea.

Also in town is the Ezran chapel of Notre-Dame-des-Brumes, which is located onChemin Tristepas near the Marché. It ispresided by Père Étienne Lefebvre (pleasesee Mrs Kingsley's religion section of thisreport).

Three other notorious landmarks are found

in this neighbourhood: a dance hall wheremany Souragniens come to dance and drink(a converted warehouse and where opera issometimes shown), the militia barracks andthe market square called "Le Marché." I haveto say the ambiance of the dance hall iscontagious and even I was tempted to try thelocal dances. Thankfully for those inattendance, Gabrek reminded me of my twoleftward feet.

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L e M archéL e M archéL e M archéL e M archéMost people in Port d'Elhour rely on fishing,but, as I wrote before, it is an activity of subsistence only. The meagre surplus of fishis sold here at the market -mostly by women-who buy or trade for vegetables and meatsold from plantations.

The market ("le Marché") is simply anopen square in the town with uneven stoneflagging where people sell their goods, mostof the time on a simple canvas on the floor. Itis flanked by permanent little storefronts.

Ready-to-eat food cooked on the street isalso found in this market. Much can be foundcheaply, the main staple being rice, bananasand beans, with pork, crawfish or shrimp.Sometimes mutton from the plantations oralligator from the swamp is offered.

Souragniens do not eat sweets at a meal: itisn't to their taste and most cannot afford it.Be careful, the food is often spicy to mostforeigners but since most inns do not offerfood, foreigners need to come here everydayfor nourishment.

A dry well occupies the center of thesquare. It has a sculpture of fishes led by analluring half-woman, half-fish creature. I'vebeen told this well has been dry a very longtime. It is an oddity as every other well in the

land has become polluted before it had achance to run dry.

An interesting feature of Le Marché is boththe fair number of skilled artisans who plytheir craft here and the medicinal market.The artisans sell most of what people need,mostly clothing and tools, but other arespecialized in goods sold to sailors fromforeign shores. Several of them are artists:

painters making crude but colourful workwith sunny landscapes, or the ever-presentloas representations. All can be hired to dowall painting.

One of these well-known artisans is JacqueFaisique of Jacque's Jewels (Exp 4, Firblooded). His creations are starting to bewell known in the fashionable circles of Dementlieu. His shop is small and an odourof incense always linger.

For foreigners, the most interesting featureof the Marché is the aforementionedmedicine counters, often located in thepermanent shops around the square. Most areat first glance cheap charlatans promisingsurprising feats with their medicinalparaphernalia. I was able to buy a nicenecklace made out of roots, beads andfeather -for protection against zombies. Iwear it everyday, for the aesthetic value andnot for a second because I believed in itsmagical properties. If you ask around,several of the stern-looking old men and

women selling their goods here are known tobe benevolent voodans. Their shoppes arefull of blown glasses of all shapes andcolours containing dull or colourful liquids,and certain have plants or animal pieces in it.Some sell live leeches. A few sell antidotesto snake and the dreaded black widow'spoison. Others sell poison itself (as if therewas not enough in this land) strangemedicines, and magical potions like lovephiltres. I tested a few of these concoctionson live subjects and the results were as

promised by the sellers (again, my sincereapologies for that regrettable incidentAnthony, I should have asked).

One of those permanent shops around thesquare is also a voodan shrine held byMajenka (voodan 10th), an old voodanpriestess believed to be benevolent. Wildrumours often come out about this woman. Itis said that someone saw her eat brokenglass, or she is said to take bites at her cigars

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instead of smoking them. Still, she is oftensought for healing or medicine. I met heronce, as you know. She seemed playful andfriendly. I suspect she is very protective of her fellow voodan worshipers. Her reactionto a few of my comments on life and deathmade her grin with a knowing smile and told

me of the laws proclaimed by the Lord of theDead. She could perhaps represent a goodsource of information on divine magic, bothhealing and necromantic. In her den (partstore, part shrine) odours of food oftenlingers as voodan ceremonies are oftenpreceded by food and alcohol.

This square is also where the rare publicexecution in town takes place. The last of these happened a decade ago. You surelyguessed it right: a worker was executed byhanging because he harmed a seigneur.

Outside the town of Port d'Elhour is wherethe cemetery and the plantations are located.

The C emetery ( the "C ity of the D epart ed)The C emetery ( the "C ity of the D epart ed)The C emetery ( the "C ity of the D epart ed)The C emetery ( the "C ity of the D epart ed)Souragniens take great care of their deadrelatives and mourn them for four days. Thismourning is anything but sad: friends andfamily gather for this period. That was ashock for me to witness such chaffing abouta dead relative. Food and alcohol is servedby the family of the dead person. Stories

about the dead are told -often wildlyexaggerated- and the favourite games of thedeceased are played. Souragnien are noteducated, yet many times they showedsurprising wit in coping with loss.Still, I feltthere was angst in the air and many fearfulgazes were thrown at the corpse. An olderSouragnien explained this latent fear:occasionaly the loa recall this person and thecorpse rises during the mourning. The familyand friends have to let the zombie go withoutopposing. Needless to say, this is an abruptend to the joyful mourning.

After this four-day delay, the dead isplaced in a wooden casket and a joyfulfuneral parade brings the corpse to thecemetery. Nobody is anxious by then andmany pay their respect and thanks to theLord of the Dead for letting the departed restin peace.

The dead cannot be burred, as ground;water fills the hole at a depth of four feet.The cemetery itself is walled. The richest puttheir dead in mausoleum of stone or brickcovered with white plaster. Many of thesemausoleums are well decorated withornaments and sculptures. These are verybeautiful places, if somewhat morbid.

The mausoleums are neatly designed toform "streets" within the cemetery, thus thelocals often call it "the city of the dead."

The working class usually cannot affordthe construction of a mausoleum and put thewooden casket on a stone or brick floor, withbricks on it. These inventive persons piercethe caskets with holes so they do not float if inundations swamp this land.

On Chemin Tristepas, stands an old oak.This ancient tree is nicknamed "VieilBranch" by the Souragniens and I witnessedit is sometimes even revered as a loa(benevolent, for peace with ancestors). Thetradition by a supplicant of suspending hisold clothes to the tree in the hope of gettingan ancestor's good grace (or secretknowledge) is also ancient. The huge tree iscovered with bits of clothes, old and new.

D read possibil it y - V ieil B ranchD read possibil it y - V ieil B ranchD read possibil it y - V ieil B ranchD read possibil it y - V ieil B ranch

Vieil Branch was an ancient treant, nowdead. By articles of clothing on itsbranches the mourners bring it closer toawakening. If only a few more pieces of clothing are placed in its branches, thecollective grief emotions will awakenVieil Branch as an insane undead treant.

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The P lantationsThe P lantationsThe P lantationsThe P lantations

A quick look at the plantations surroundingPort d'Elhour shows that agricultural workgives more results than fishing. Theplantation belongs to the seigneurs, who areconsidered nobility in Souragne.

All plantation main houses are luxuriousplaces where success of the owner is madeevident. Located behind cast iron portalentrances, the main house often sports large,tall white pillars at the front. Also, weepingwillows and large flowers often adorn thegreen grass in front of the building. Verydifferent from the dull grey houses inside thetown, the plantation houses are either paintedspotless white or bright colours. Typically,there is more than one entrance as theworkers use a different door than the mainone.

The houses are made entirely of cypresswood or are constructed of bricks with woodadded to the exterior for prestige. Even whensituated on higher ground they are built atopstilts so that air can circulate more easily,cooling the house.

The interiors are also very luxurious, withmarbles, tapestries, ornate ceilings, and theever present worked iron (with vines andother patterns), chandeliers, and large

(unused!) fireplaces. The kitchen is locatedin a separate building in the back, to preventeventual fire hazards from spreading to themain house.

Plantations usually specialise in eithersugar cane (mostly used to make rum andtrade), tobacco, cotton and fruits (orange,cherry, mango, banana, grapefruit) or farmanimals (beef or pork). The exportablesurplus is sold in part to the market in Portd'Elhour, but mainly to other land's

merchants. Some plantation owners haverecently capitalized on a new trend, a darktea-like infusion beverage called café. Otherplants grown there include small amounts of wheat, some corn, onions, celery, peppers(bell and chilli), and carrots.

There are about twenty plantations inSouragne, half of them located around ornear Port d'Elhour. Most of them are verysuccessful, making their owner wealthy.

However, it should be known that a fewowners are no longer that wealthy and areclose to losing everything. These "indigentseigneurs" are still treated as elites by theirworkers and the other seigneurs. I have tonote that some seigneurs are among therichest persons I have met, while other

seigneurs would barely hold average wealthrank in other lands. A few plantations havealso been abandoned, like the one ourFraternity is currently holding.

The following is a list of the most wellknown plantations around Port d'Elhour:

Huit Cyprès: The Desjardins family hasexperienced a steady decline over the pastthree generations. They once had strong tiesto the Tarascons and other well-off familiesvia inter-marriage, but the strength of these

ties have waned considerably. Their recentcrop yields have been modest at best, andsuccessive generations of family heads haveincreasingly lived beyond their means whilemaking ever-poorer investment decisions.

In comparison with other landowners, theDesjardins tend to treat their workers with alight hand (although the occasional beatingfollowing an unexplained fit of rage doesoccur), but also offer some of the poorestwages in Souragne. Due to the family'smismanagement of its revenues and assets,

workers frequently end up short-changed ontheir already pitiful wages.

The Desjardins are known for throwinglavish parties several times a year ("at theexpense of their labourers," some might addsnidely), which invariably turn into carnalfeasts of debauchery. Over the years, theyhave become less discriminate where theirguests are concerned as they have difficultyin attracting members of Souragne'sdistinguished families to their soirées.

Adam Desjardins (Ari3/War1, CN) andhis wife Eve (Ari2/Rog2, N) are the currentheads of the family. They have fourdaughters of marriageable age - Murielle,Mélina, Aline, and Odette (all Ari1). Thelack of a male heir weighs heavily on thefamily and makes their future uncertain.Only lesser noble families, merchants, andartisans have shown an interest in theDesjardins daughters - to Adam's dismay.

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Maison Soulombre: An estate abandoned formany years after a worker killed the ownerin 732. This plantation was bought by theFraternity of Shadows. For the public eye,remember, we are retreated merchants fromthe Core.

Maison sur la mer: The Belenfant family

were originally of slaves. Ambition, hardwork (and even harder savings),ruthlessness, extreme suffering, unsavourydeals with other families, and even (it iswhispered) secret pacts with sinister powersreportedly enabled the Belenfants to quicklyascend when Souragne first abolishedslavery. The Belenfant plantation is amongthe poorest and most remote of the island'sestates, their lands among the least fertile. Inspite of (or perhaps because of) their modestroots, the Belenfants are among Souragne'smost demanding employers, frequentlyworking their labourers to death in theirattempts to "keep up with the Tarascons."Surprisingly, their labourers -many of whomhail from the most underprivileged parts of Souragne- are more loyal to the Belenfantsthan those of other estates.

The family's patriarch, Élie Belenfant(Ari2/Clr5), preaches fire and brimstonesermons that extol the virtues of faith andhard work as the key to finding salvation and

"Liberté." The self-styled Bon SeigneurBelenfant (as he insists his workers callhim) is rumoured to have manifested divine"gifts" on occasion, although it is unclear inwhose name he uses these gifts (somesuggest Ezra, while others have mentioneddarker and lesser known powers).Motivational sermons aside, Élie is a verymild mannered individual, appearing gentleand grandfatherly to those who meet himaway from the fields. The success story of the Belenfant family, combined with Élie's

charisma and divine gifts, may explain theloyalty of his desperate labourers. Élie has awife (Bercine, Ari2) and six adult children.

Mortolane Mansion: Known as an eccentricto his fellow plantation owners, BernardMathurine paid to educate his workers toread. He owns one of the few plantationswhere the workers are satisfied with theirconditions.

A dventure hook - A D emonic B allA dventure hook - A D emonic B allA dventure hook - A D emonic B allA dventure hook - A D emonic B allA few days following one of theDesjardins family's legendary parties(which the PCs may even haveattended), the PCs receive a note fromEve Desjardins, begging them to ridtheir house of the demon that has herhusband and daughters in its thrall. Thegirls have been suffering horriblenightmares, fits of hysterics, and oddburns between their thighs, while Adamhas come down with a fever that hasrobbed him of his power of speech andleft him bed ridden. Rumours soonspread across the countryside that alustful incubus, who has also broughtsickness to Adam, visited the

Desjardins daughters. Soon, othersclaim to have been victimized by thedemon, as a wave of mass hysteriasweeps the vicinity of the Desjardinsplantation and nearby estates. Would-be suitors who sought the hands of theDesjardins daughters and were rebuffedby Adam eventually are suspected of summoning the demon, with theassistance of voodans (perhaps Mr.Mensonge from Dark Tales andDisturbing Legends?).

The reality is far worse: in hisdesperation to see his bloodlinecontinued, and knowing fully well thathis wife is unable to bear him morechildren, Adam crept into Murielle'sroom while she was semi-comatoseafter the party and forced himself uponhis eldest daughter in hopes that shewould bear his child. She now has onlyvague recollections (that become moredetailed and accurate as theinvestigation progresses) of someleering demon whispering in her ear ashe forced himself on her. Adam hasbeen feigning illness since his fouldeed, and the other daughters areexperiencing some of Murielle'ssymptoms in psychosomatic form. In allcases, Eve is unaware of the truth.

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White Magnolia Hill: The affluent Larouchefamily is a pariah among other seigneurs dueto family connections with the infamousvoodun enchantress Ti-Maman, andNanaea's Grandchildren.

Iolanthe Van Schelm (Ari 2) wasessentially gambled away at their Le Coq

Noir after her heavily-indebted father gaveher away in marriage to Guy (Ari 2/Bard3),Ti-Maman's nephew. The musical mavericksoften perform at their gambling house, andthe family proudly attends voodan services,performed in their own chapel by cousinJeanne (3rd level voodan).

White Star Point: The Van Schelm is one of the poorer plantation families, but they arequite good at keeping up appearances. Theyused to be quite rich, but they literally

wanted to buy enlightenment with coin,paying their 'slaves' more than wasconsidered average in the region, and lostmuch of their wealth. The number of employees is small, but they are among themost motivated and actually seem to getwork done properly. The family's plantationis small, but still grows a small quantity of superb tobacco. Their main businesshowever, is in draining and dredging, dyke-building, peat-selling. Since draining, whendone cleverly, doesn't involve as much

manpower as a full-functioning plantation,this plan's actually working, so far.Important members include PatriarchArchibald van Schelm (Exp4/Ari3) and histhree sons Alfred (Exp2/Ari2), Balthasar(Exp4) and Gerard (Ari1/War3). Gerard hastwo daughters Josje (Exp2) and Iolanthe(Ari2), and two sons Chris (Exp1/Ari1) andWillem (Exp1/Ari1).

Archibald's is senile and continuouslymourns his deceased wife, while his sonsAlfred and Balthasar keep an eye onbusiness. Alfred minds the plantation, whilethe more ambitious Balthasar carries out thedraining and building activities. Theyoungest son, Gerard, ventured to the farland of Richemulot to find investors and as alookout on the Core. Gerard sent his twosons back to aid their uncles, and has sent hisdaughter to the University of Richemulot inSte.Ronges, to become a true lady.

Traveling S outhTraveling S outhTraveling S outhTraveling S outhAs one travels southward away from Portd'Elhour the land elevates slightly, thuseventually relieving itself of the filthyclutches of the endless swamps and bayous.The land beneath one's feet is relatively dryand free of the creeping muck of theswampland, but plant life is still thick andtravel outside the bounds of the Tristepas isstill very much hampered by the dense trees.

Travellers, despite the road, areencouraged to be wary as predatorsoccasionally emerge from the swamp andwilds. Many who leave the town are neverseen again.

With the erosion due to near-continuousrainfall, tropical weathering, and the sheer

humidity of the Maison d'Sablet have formedremarkable formations of dark rock calledLiethe Noire at the southeastern reaches of the realm. Here the gullied badlands includedozens of curious standing rocks in therough shapes of giant men and beasts, nodoubt contributing to the local folklore.

D read possibil it y - A nton's wif eD read possibil it y - A nton's wif eD read possibil it y - A nton's wif eD read possibil it y - A nton's wif eAnton's wife, Nicole, and thegentlemen drowned with her, are still

around (see Anton's background).These corpses creep at night on theroad between Port d'Elhour andMarais d'Tarascon. They are onlyencountered when the moon is full,such as the night they died in theswamp.

These water bloated creatures,wearing stained old fashion nobleclothes, will try to catch unwarytravelers and drown them in the

nearby swamp with them. If destroyed, Nicole and her unfortunatecompanion's bodies reform in a year,at a full moon, to haunt the roads oncemore and drown innocents.

Treat them as rank two mummieswho appear as grey corpses, waterbloated and making squishing noises.They are immune to fire.

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The native voodan themselves haveapparently given specific names to many of these simulacra, in honour of various swampspirits who color the land's prevailingmythology.

At nearly 50 feet high, the tallest of these

natural structures is a limestone outcroppingwith the rather whimsical name Vierged'Dindon, which, at a certain angle, lookslike a rotund woman with a valiant gaitlooking westward ominously out into theswamps. Locals coming from as far as Portd'Elhour have taken to venerate Vierged'Dindon, offering food, flowers, lamps and,curiously, little rag dolls at the foot of thishumongous limestone pillar.

M arais d'TarasconM arais d'TarasconM arais d'TarasconM arais d'Tarascon

Hamlet; conventional; AL LN; CL 8; 100 gplimit; Assets 15 000 gp; Population 300;Humans 99%, others 1%. The 2nd Editionadventure: Night of the Walking Deadfeatures maps and details on this hamlet.

According to local legend the seigneurPierre de Tarascon founded this village twocenturies ago. He needed workers for hisplantation. Close to the marshes, this smallvillage is built of poor-looking woodenhouses. The Tarascon plantation is locatedeast of the hamlet. It is now run by a cousinof Marcel Tarascon.

The hamlet of Marais d'Tarascon is asleepy town during the afternoon where an

onlooker might feel this place is abandonedor forgotten. While quiet during the day, Ifound it lively by the end of the afternoon.An important landmark of this town is theFull Moon Inn (both the rooms and food areaverage). The most interesting bit of localcolour I was told was that liquorice sticks areknown as "bone rattle" in this town.

D read possibil it y - M orduD read possibil it y - M orduD read possibil it y - M orduD read possibil it y - M orduMordu is a resident of Marais d'Tarasconwhom rumours suggest is not a native of Souragne but instead may have comeaccidentally, through the Mists. Mordu is anickname given him by locals which means

"bitten" in Souragnien - bitten perhaps bymadness, for he indeed is quite eccentric.He frequently speaks to himself in alanguage others do not understand and hasan extensive book collection that difficultfor Souragniens to understand.

One of the books in Mordu's vastcollection, "The Cult of the Swamp God",is thought o be a treatise on the self-proclaimed "reptile god" allegedly dwellingon a world called Oerth. Mordu himself believes the swamp god detailed in the bookis one of the loa revered and feared bySouragne's peasants that may also be found

in the swamps.The only book in his collection that he is

unable to read is a book on the life of theLord of the Dead - a book written inantiquated Souragnien, which few of thelocals know how to read, and therefore thatmuch harder for even a literate "outlander"to learn.

How Mordu came into possession of thebook on the Lord of the Dead is unclear. Itis quite possible that it was written out of narcissism or desperation and expected thata rare literature aficionado would appreciatethe work. Another theory suggests that thebook is a mysterious gift in return forservices that Mordu has performed -perhapswithout full awareness- on behalf of theLord of the Dead

A dventure hooks - N ights A f ter theA dventure hooks - N ights A f ter theA dventure hooks - N ights A f ter theA dventure hooks - N ights A f ter theW alking D eadW alking D eadW alking D eadW alking D ead

After the events in Night of the WalkingDead, one of Marcel Tarascon's cousinsmight take over the family estate in Maraisd'Tarascon and seek to enlist the PCs in hisstruggle against rival families who wish toclaim the plantation and lordship over thetown for their own. Like all nobles inSouragne, he would be abusive to theplantation workers, but may also possess anitem or knowledge that is essential to thePCs, and which they can only obtain bycooperating with him (or her).

Also, the old part of the cemetery wassealed for over a hundred years before theseterrible events involving Marcel Tarascon.The place has since been closed again,however, to prevent other sinister personsfrom establishing their evil activities there,adventurers are asked to check on thisclosed cemetery about once a year.

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There are a number of curious residents of this small village, but none attracted myattention more than talk of a local madmanwith a wide collection of books. It wasregrettable that I was unable to locate himbefore thus survey was completed.

Bernard Foquelaine, the current intendant

mayor of Port d'Elhour, is the highestauthority in Marais D'Tarascon. However, heis present only for the few monthly meetingsof the council when he is needed. Thewealthy Tarascon family keeps the law andmanages day-to-day affairs.

In the past, Marais d'Tarascon was some of the richest farmland and importantplantations on the island. It was a plantationgrown so large it became its own town.However, the last centuries have eroded thewealth and status of the inhabitants andmany avoid this locale as cursed. Thefamous events of two decades ago are justone of the many problems that have plaguedthe village.

ThibautThibautThibautThibaut

Hamlet; conventional; AL LN; CL 8; 100 gplimit; Assets 7 500 gp; Population 150;Humans 99%, others 1%

Located at the Southern end of chemin

Tristepas, this small hamlet is built aroundthe Durand plantation and the Bourdielmerchant family.

Vardain Durand (Ari3) owns theplantation. This old family has made badtrading decisions in the last decade and itswealth is now just a shadow of what it usedto be. The family coffers will soon be empty.The other member of this family, HillaireDurand, is the sister of Vardain. On anotherfate line, the rich merchant Bourdiel family

was very successful about overnight in rarewood trading with other domains. They planto marry their daughter Renée to VardainDurand.

In the southern marches closest to Thibaut,near the misty borders, lives a voodan of great power, Monsieur Mensonge (voodan16th, See “Appendix 2 Who’s Who” onpage 84.). His reputation is that of a mightysorcerer.

O ther R ural L ocalesO ther R ural L ocalesO ther R ural L ocalesO ther R ural L ocales

Unorganized little thorps or smallerplantations of 100 persons or less; totalpopulation of about 1 200; AL CN or LN;CL 8.

On the road between Port d'Elhour andThibaut, smaller plantations are found onChemin Tristepas. Less successful then thoselocated near the largest towns, theseplantations are often owned by descendentsof former slaves.

These plantation owners are often ruthlessin the treatment of their employees. Theprofits from these exploitations are small.These seigneurs, in another domain, would

be no richer than an artisan. Still, theirworkers treat them like richer seigneurs.Travelers going south to Thibaut or

wandering off Chemin Tristepas sometimescross small, unnamed settlements. Made of frail looking wooden houses, these thorpslook abandoned with a population composedof those fleeing the servile work found in thecities or the plantations or those looking tovanish from sight. They live by hunting orfishing as independency is an importantvalue of these people.

These isolated places have many smallforbidding voodan shrines hidden in thewilderness and the backward superstitiouspeople are often afraid of strangers.

To H onour and O beyTo H onour and O beyTo H onour and O beyTo H onour and O beyThere is an intriguing tale written inDark Tales & Disturbing Legends aboutan arranged wedding, where manypeople have their darker interest in it.The role of Vardain, Hillaire, Renee and

Monsieur Mensonge should be set by theDM before the PCs arrive in Thibaut, i.e.before, during or after this tale?

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I ndigenous P eoplesI ndigenous P eoplesI ndigenous P eoplesI ndigenous P eoplesAdmittedly, I have spent the majority of mylife in the Core, and much of that in myhome of Dementlieu. As a result, I have beensubject to the homogeneity of those landswhere the different races are distinguishedby the hue of hair. Thus, it was a jarringshock when I stepped off the boat. Even inmy days educating bright young minds at mybeloved University de Richemulot -aninstitution that attracts many from across ourmisted world- I did not see such diversity!

There are two very different races of people in Souragne. The first is very muchlike familiar peoples of my homeland.Almost too alike, but I shall write on thislater. Light skin with darker shades of hair

ranging from reds to browns. The secondrace is very different with dark brown skinand black hair that varies widely from kinkyto straight.

Of course, I am describing the originalappearances of the two peoples. Due tocenturies of interbreeding, intermarriage andinter-class dalliances there is a fine mixtureof traits with dark and curly hair being foundin fair-skinned families and light auburnamongst darker skinned peoples. There are afew families, mostly the old-bloods andgenerationally rich, who insist upon purity of blood, but most everyone else has somedegree of mixed blood.

Both groups refer to themselves equally asSouragniens and think of themselves asnatives to the island. However, only thedarker skinned peoples are truly natives; thefair-skinned Souragniens are settlers whocame to the land many centuries ago.

Apart from the double examples of humanity there is precious little sentience in

this marshy land. There are a scattered fewcalibans who roam the swamps but few otherdemihumans. I expected some pockets of elven fey in such a verdant land and wassurprised to hear naught but wild rumours onsuch people. A pity as a village of such folkmight have been an excellent excuse toinvite our missing brother, JonothanLochspear, to join us in exile.

S ociological S urveyS ociological S urveyS ociological S urveyS ociological S urveyFor such a starkly divided people theSouragniens are a remarkably united inlanguage and culture. While the history talksof slavery and common sense would implyracial tensions, this simply is not the case.The two people are as one, equals under theeyes of the law and society. Both can ownproperty, land and have the same entitlementto rank, political office and social standing.

This is not to say all Souragniens are equal.There is a vast social divide between the richand the poor. The landowners, merchantsand wealthy are all considered the elites, anaristocracy that wields the power in the land.Anyone who has no property, goods ormoney is considered poor and can be beaten

or worked to the point of death. Thearistocracy treats this working class akin todirt; they are below any consideration andbarely even considered human. Even theowner of the smallest scrap of land is one of the cultural elite.

The two races influence the class divide;the dark-skinned former slaves are theoverwhelming majority amongst the poor,although there is a rapidly growing numberof fair-skinned folk in their ranks. And whilethere are dark-skinned folk in the elite, theyare few in number and many married intotheir rank. The richest and most powerfulplantation owners have a firm grip on theirposition and most new aristocrats, regardlessof race, quickly lose their position.

Once, the commoners were slaves,property owned by the landowners andforced to work. However, slavery was basedon racial lines and the pool of labourersfixed. For a variety of reasons (discussedbelow) slavery was abolished and now there

is only paid labour. However, the quality of life for these poor wretches has notimproved.

Workers are paid a pittance, a small tokensum barely enough to cover the necessities.Many employers deduct the cost of food andlodging from these wages and put theworkers up on their land. Others simply letthe workers find their own way. At first thisseems like an improvement, I know I thought

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paid labourers would fare better than slaves.However, slaves require a steep initialinvestment; they are expensive property thatmust be purchased. One typically does notdamage one's furniture without good reasonand neither does one cripple one's slaves.

Workers are another matter as it may take

years, decades even, to spend the sameamount of money as it would take topurchase a single slave. There is noinvestment in workers and they can bebeaten, discarded or simply replaced for aminimal cost.

Debt also forces people into hard labour asthe law requires those unable to pay toperform services for those whom they areindebted. Landowners are not required topay their indentured help higher wages, nordoes the law place restrictions on interest.Unscrupulous landowners often force wholefamilies into increasing debt that they cannever pay off, as their wages cannot competewith the interest.

The aristocracy is simply interested in thecontinuation of their status. Most of the trueelites have been rich for generations andhave a stranglehold on the best lands, thefertile fields and best trading routes. There islittle threat of them losing their position orbeing usurped. There are but a few of these

'true' aristocrats, less than two dozen familiesin the entire land.Many have fallen on harder times with the

rest struggling to maintain their positionwhile their peers steal their wealth andposition further ensuring their own. Soonthere may be less than a dozen rich familiesthat control all, each holding severalplantations.

Caught in the middle between the elitesand the poor are the owners of local

businesses, skilled craftsmen and the minoraristocrats. They walk a tenuous linebetween having money and having none. Atany time they can ascend by becomingearning a high profit or descend intoindentured service and forced labour. Abountiful crop or some chance luck canelevate a family for years, perhaps even ageneration, while the reverse cripples forlonger. The lesser elites live the most

precariously having to maintain arespectable standard of living andappearance but without the same amount of resources

D ai ly L if eD ai ly L i feD ai ly L if eD ai ly L i fe

Lifestyle varies wildly between the classes.There are few similarities between those of high and low rank. Souragniens conductsthemselves about their business with asmuch grace and pride as they can muster.Iwas a little surprised by this, the commonershave a dignity all their own and refuse to bebeaten down or have their spirit crushed. Ifound it both inspiring and off-putting.

The majority are common folk: thoseforced into a life of labour by debt, poverty,or birth that spend the entirety of their daysworking. From sun up until sun down, theytoil in the fields tending to the livestock andcrops. It is in the cotton fields thatcommoners are particularly numerous, theproduce being labour intensive and requiringconstant attention. Men, women and childrenall work the fields together, there is noseparation based on age or gender.

Meals are taken first thing in the morningand again at night: a small breaking of thefast and large evening sup. There is no

midday meal for commoners and insteadthere are a couple short breaks given duringthe day when they are allowed to rest and getsomething to drink. Cooking is done bythose too old or injured to work the fields..

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It is not much easier as they must riseearlier to have food prepared and spendmuch of the afternoon cooking, cleaning andcaring for the young.

As the aristocrats are followers of Ezra,they respectfully give their workers one dayof rest every week. So every seventh day the

common folk retire from the fields and arenot required to work. Many workers ignorethis and continue to labour for the extramoney. This is especially true for theindentured labourers as it may be the onlyway they can extricate themselves.

From the age of six and upward,commoners are expected to work the fieldsfor a living. Those younger are allowed tohelp around the homes or permitted toentertain themselves as long as they do notinterfere with anyone.

A few commoners are rewarded witheasier tasks and rank. They continue to livewith the other commoners but are paid more,treated better and given a modicum of authority. They are expected to maintaindiscipline amongst the commoners. They arethe favoured of their masters, those who -forone reason or another- have earned thegratitude of the aristocrats. They seldomwork the field and instead spend their time inthe kitchens and stables, or even inside the

homes as servants. They have an easier lifeand are usually disliked by the othercommoners.

The elite live a different life: they live off the efforts of their workers. They amusethemselves with various leisure activitiessuch as games and dinner parties, oftenentertaining guests or visiting otherplantations. They concern themselves withthe trivialities of fine dining, grand dancesand the latest of imported fashions.

A typical day is first spent tending to thefew daily duties such as organizing the helpand seeing to one's legal and financialaffairs. Some spend their time with theirfamilies, often in such activities as schoolingthe children, but many leave this to an in-house nanny or governess. Evenings areusually devoted to social activities: smallgatherings, parties or the like. Somearistocrats like to spend their time in

physical pursuits such as equestrianism orhunting on the borders of Maison d'Sablet.Others attempt creative endeavours such aspainting or embroidery.

Social gatherings take up adisproportionate amount of time forpreparation. Some take weeks to ready for

but a single night. Some aristocratic familiesare known across the island for a specificseasonal ball and there is constantcompetition to hold the best and mostentertaining bash of the year. This unofficialcompetition gets surprisingly cutthroat,sometimes even in the literal sense. Despitethe small number of plantations, there isalways a party in preparation somewhere.

For an example of an average party, Irelate some of my experiences at the wintergathering of the Dessalines. They have anannual gathering at their estate, TwelveOaks, where they celebrate the wintersolstice. As it is the shorted day of the yearthey take the opportunity to revel fromsunset to sunrise, something not that difficultgiven most nobles seldom arise beforemidday.

All the aristocratic families were invited,say the Mont Mirebalais and the Danneels,both snubbed for prior social faux pas.Coincidentally, the Danneels suffered a

financial upset shortly afterward, so I do notexpect to see them at future parties.

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Appetizers and hors d'oeuvre were servedimmediately as people were escorted into theballroom for dancing and drinks. A live bandentertained the revellers until the grandiosefour-course dinner began. This was anextravagant event with extraneous silverwareand as many different dishes as could be

included. Conversation was light and full of gossip, rumours and innuendo came readilyfrom both genders. Afterwards, the womenwithdrew for a game of bridge while the mentook to a smoking room for drinks andconversation, much related to business. Overthe course of the night there was a smalltheatre performance, drinks, more dancingand food, some light desserts, even moredrinks and some diverting parlour games.Charades if often a popular game, as is onethey call "similes". A good half-dozen

different games were performed in a verymannerly and proper manner.Beneath this opulent surface lay a darker

party. Gambling was rampant throughout,with the ladies' bridge game beingparticularly high staked. A young womanidentified as 'Lily' left in tears sans jewelleryafter a bad hand. Also invited to the partywere several young, female commoners whowere kept apart and referenced as "dancers"although they did not take part in the ball.Their dress spoke of wealth but theirexpressions and awe hinted at far morehumble origins suggesting they were merelydressing the part. A number of men tookthem aside during the course of the eveningand it became obvious what their purposewas. When I left, I noticed their numbers haddiminished, sad victims of grimmer activitiesI imagine.

By far the grandest party of the year is theMardi Finale. Every year on the last Tuesdayof February, the population of Port D'Elhour

holds Mardi Finale: a city wide festivalfilling the streets with music and dance.Celebrated by both upper and lower classesmost of the attractions require no money.Seigneurs scowl at this festivity weeksbefore it occurs yet are still among thecrowds wearing a decorative mask. There isa certain magic about the crowd that makesone act as if gone completely mad. Perhapsthe most interesting part is a game involving

the collection of beads. It is uncertain why,but the people of D'Elhour seem fixated intocollecting the beads of other people duringthis event. There are even trades of materialgoods, such as money or alcohol, for thesebeads. This may be the key reason why thelower class population is quicker to begin the

celebration than upper classes, since MardiGras proposes an easy opportunity to obtainthings otherwise too expensive to buy. Beadsare not to only part of Mardi Finale worthtaking part in as practically everyone in theregion offers their talents to lighten up thecity.

The week after Mardi Finale is a differentsituation. The Ezran clergy strictly dictatethat this week is a time of fasting, prayer,and self-reflection. Gambling, whorehouses,and cockfights remain open, but receive

significantly less business. Anchorites of Ezra don a black sash upon their leftshoulder as a grim symbol that reality hascome back after the sublime frenzy of MardiFinale. Likewise, the clergy take no part inMardi Finale itself, rather they spend timepreparing for the week following. The streetsat night can get quite eerie during this week,as one cannot help but hear inhuman moansof anguish soar from penitents.

Returning to the topic of this chapter, there

are a small but growing number of dark-skinned Souragniens amongst the elites.Those few who, through luck, intuition orcreativity, have managed to accumulatewealth and status. One would assume theywould keep their traditional values andlifestyle but this is seldom the case. In fact,many act as other aristocrats, indulging inopulence and vice. Many actually exceedtheir peers in sheer decadence, as if theywere making up for generations of lost time.As a result, few dark-skinned families

maintain their position for long beforeexcessive spending drags them back down.There are a few notable examples and it willbe interesting to keep an eye on them. Onecannot help but wonder if they have someoutside edge.

I have spent far more time amongst theupper class of Souragne than the commonersand find them similar in lifestyle to thenobles of Dementlieu and Richemulot. They

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concern themselves with trivialities andentertainment existing only to amusethemselves. While diverting, I found muchof the time intellectually draining with vapidconversation.

Literacy is all but unknown on the island,only a scant few have any knowledge of 

reading and writing. Even amongst thearistocrats and seigneurs there are preciousfew literates, it is seen as a useless skill and a"waste of time." Even poetry is ignored, oddfor the flowery and dramatic nobles. Historyis taught orally, when it is taught at all. Thereis a remarkable and willing ignorance to thepast. And what little science, philosophy andknowledge is quickly being forgotten infavour of superstition and myth. Books areequally rare although there is the occasionalprivate collection, but even these tend to be

damaged by the humidity. I needn't explainthe tedious steps we have had to take topreserve our few surviving or rescued tomes.Damn the eyes of the thief that raided ourlibrary!

As mentioned, games are a favoureddiversion of the wealthy, another example of the competitive nature of the Souragniens.Card games are currently in fashion andevery good gathering has a card tablereadied. Despite being less popular at the

moment other games are still played. Bothcheckers and backgammon have beenpopular for a time and crochet is just fallingout of favour. To my chagrin, chess hasnever been held in high regard in Souragne.Savages! Although, a local game I havebecome quite fond of is called 'Bones' and isplayed with just over two dozen rectangularbone or ivory tiles called bones (hence thename of the game). Each bone is decoratedwith two sets of painted dots ranging fromzero to six. Much like cards there is a

number of different games that can be playedwith a set of bones.Games are firmly equated with gambling

in Souragne, especially card games. Evenfriendly sessions at a gathering or party are"made interesting" with some liberalwagering. What starts as a simple game of bridge can quickly become a devastatingblow to one's purse. Men also enter into so-called "gentleman's wagers" over a wide

variety of subjects from crops and businessto hunting trips. Other games of chance arealmost epidemic in the urban areas withentire buildings devoted to gambler's art.From dingy alleyways to steamboats thereare people wagering their life's worth for asingle roll of a die.

Some of the more carnal-minded wealthyalso frequent the "houses of ill-repute"throughout Port d'Elhour. These buildingscater to the sinfully minded -or rather thesinful burdened with unwanted gold. Manyof these burlesque houses also featuregambling parlours to entertain the lesslascivious. Ladies in the employ of theseestablishments tend to be upper and middle-class women who have fallen on hard times.It is seldom that a commoner finds employeein any but houses of the lowest quality.

Common women are seen as too 'rough' and'crude' to be appealing to men.

Upper-class establishments haveperformances with musicians and dancinggirls (or so I have been told) and offerimported drinks. Privacy and discretion arepromised and every step is taken toguarantee comfort. Not that being seen insuch a place is harmful to one's reputation;certain things are just accepted in this land. Icannot imagine such activity being

unabashedly tolerated back home. Thereverse of this are the lower class brothels,little more than showrooms with dimly lithallways leading to somewhat private suites.Unlike the high-class establishments, men of breeding never wish to even be seensoliciting in such a place. This does not meanthey do not frequent such places; the few thatdo simply take greater pains not to be seen.

C lothingC lothingC lothingC lothing

Fashion is both ignored and desperatelyimportant on this island. Like so much else,it is subject to one's wealth and status.

The poor wear whatever they can find anddress equally in used-clothing or garmentsthey have made themselves. Clothheadbands are common amongst any whospend their days toiling directly under thesun while others try to accent their clothing

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with neckerchiefs, simple woven necklacesor cloth belts. Others take a functionalapproach using hemp rope to hold theirleggings up.

For men, loose shirts and sturdy breechesare the garb of choice. The shirts themselvesare crudely woven and seldom have cuffs,

ending in the middle of the forearm. Mostbear signs of repair such as thick patches orsewn tears. Boots are worn if able but manywear crude sandals or go barefoot. Clothingis seldom dyed or coloured with theexception of plain earthen hues such asbrowns and greys.

Women wear lighter shirts, often withshorter sleeves that end just above theelbows. Thick skirts are worn instead of pants, often paired with heavy cloth aprons.Some women also wear thin, brightly dyedsarongs, but these are never worn whileworking and the aristocrats discouraged theiruse as being "undignified" and "not befittingcivilized people". Small shoes or sturdyslippers are favoured over boots but womenare just as likely to go barefoot as men.

Hair is typically short for the men, croppedtight against the head to keep one cool underthe bright sun. Facial hair is neither favourednor shunned; few commoners have time toshave on a regular basis and most sport the

beginnings of beards. This definitely adds tothe 'scruffy' look of lower-class men.Women let their hair grow long but seldomtake care of it letting it become a tangledmass. They seldom adorn their hair withanything, simply tying it back when itbecomes a nuisance.

In stark contrast, fashion is of vitalimportance for the elites. No expense isspared having the latest fashions importedfrom Port-a-Lucine and Port-a-Museau. Bothgenders slave over appearance, oftenrefusing to leave their homes if they do notlook perfect.

Men (currently) wear thin white shirts withfrilly fronts and wide cuffs often accentedwith lace or frills. These shirts are alwaysworn with expensive doublets or jerkins of various bright hues. Equally colourfulbreeches cover the legs and high riding bootsfinishing off the fashion. Colourful sashes,

kerchiefs and jewellery are worn as signs of wealth and style.

Women wear thin, brightly coloureddresses and gowns overtop their tightlypulled corsets. These dressed feature manypetticoats and silken layers and more rufflesthan would seem possible. Oddly, while

pains are taken to cover the legs in ashapeless mass of fabric the tops are quitelow-cut. This fashions of the wealthy isshockingly revealing to my Richemulotsensibilities. Despite the latest of fashionsbeing imported in, all dresses are altered tomeet the local tastes. I cannot say Idisapprove. Current accessories are lacyparasols -used to provide shade- and as much jewellery as can be worn without appearing(too) ostentatious.

Long hair is in-style for both men andwomen; men cut their just below shoulderlength while women allow theirs to grow tothe middle of the back. Both groom their hairmeticulously, brushing and combing forhours. Women further adorn hair withbroaches, clips and long pins. Men tend totie theirs back with a single ribbon or clip.Men are uniformly clean-shaven, facial hairof any kind is shunned. The only exceptionsare elderly gentleman who occasionallygrow a goatee or Vandyke beard.

Jewellery is necessity for any aristocrat'swardrobe. Rings and pendants are commonwith men, while women adorn themselveswith necklaces, rings, bracelets, broachesand more. Jewellery is typically preciousmetals with brightly coloured gold beingfavoured over silver and platinum. Gems andother precious stones are highly prizedadditions to any jewellery and theseexpensive imports fetch a high price.Brightly coloured stones such as jades,rubies, sapphires and the like are much

preferred over white or transparent stones.At the moment of this writing, violet is the

colour of season. All the vests and gownssimply must be a royal purple hue andviolets are in high demand as centrepieces.Amethysts are highly prized stones and arecurrently fetching a high price. Although, Iexpect this to quickly change as moods shiftand some other fancy takes hold.

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It took far longer to research this section thanI would like, simply because it took me quitea while to develop a pallet for Souragniencuisine. They cook with a local vegetableknown as the 'chilli pepper' although it is

nothing of the sort! While the locals insistthat food must have some "zest" I find mymeals tastier more when I'm not in burningagony. I don't know what flavour it issuppose to add because all I can taste is pain!

The locals enjoy a variety of what couldbest be termed "stews". They are mixtures of meat and vegetables thrown into a pot andcooked. However, they are colourfully givennames like jumbalaya, gumbo and etouffee.The most common ingredients includeonions, a variety of peppers, carrots andmeat. Possible meats include chicken, rabbit,pig, fish, shrimp and other seafood. Recentlyintroduced to the region is rice, a grainimported from Rokushima Taiyoo, whichgrows remarkably well in the moist soil of Souragne. It is quickly becoming a regionalstaple.

The locals also have the curious habit of burning the outside of their meals. Theypurposely blacken good food too add textureand flavour or some other such nonsense.

While not as disturbing as their selection of spices it is an eccentricity unique to theisland. Until we find a good cook fromDementlieu for la Maison I fear I may losesome weight.

Little livestock is raised in Souragne savefor some small chickens and hogs. Chickensare by far the most common as they have aspecial significance in the religious rites of the land and a connection to the people. Fewcommoners don't have access to a coop. Pigsare also raised but in smaller numbers andusually prepared as spiced sausages.

Most of the meat for meals is either caught,such as snared rabbits, or more commonly,pulled from the water. Souragniens have anaffinity of fishing that I envy. They are adeptat feeding themselves from the rivers andcoastlines of the island. Shrimp, fish,oysters, crayfish and more readily find theirway into pots and onto plates.

I spent many days talking (and sometimesarguing) with the locals on the finer points of lures, nets and baits. I must admit, I havebeen landing more catfish since I swappedfrom chicken skin to fermented liver.

For a remote land of swamps, Souragne

 plantations actually boast a wide varietyof unique and tasty dishes that would rival the concoctions of some of the best restaurants in Port-au-Lucine. Whilecrude and rustic in terms of presentation,dishes range from the tantalizinglysubtle, to so highly spiced they would be palatable to only the most experience palate.

The poor eat anything! One dish ismade from a meat which visitors are

referred to as "swamp chicken" that I later discovered is, in fact, a species of snake. When cooked properly it producesa meat that, as its name suggests, tastes just like chicken. In the manors, meal canbe very refined, especially during balls. I witnessed a dish involving a large and brightly plumed bird, plucked prior tobaking that, just before the end of thecooking process, was removed from theoven then carefully so the cook could  painstakingly reinserted the animal's

 plumage. The end result was a stunningcenterpiece for the meal table.

 A number of plantations in Souragnegrow a type of cane which can besqueeze to produce and extremely sweet syrup. The taste is reminiscent of the pulp of the Mordentish sugar beet or thesap of Lamordian sweet-pine. This isused to make a variety of confectionariesand sweets. It is sometimes drunk freshor after fermentation, sometime with fruits and spices added. The fermented 

drink is particularly popular, and is purchased by the barrelful by visitingsailors. I found the drink to harsh myself,although I did partake of an interesting fruit concoction which used the spirit asits base.

- Prof. E.C.M Parsons

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merchant has one vote, but many wealthyowners make sure to have several votes ontheir side though loans or threats. Theintendant is named for a period of two years,but if needed the Conseil can revoke amandate and put someone else in his place (ithas never happened but the threat is there).

The intendant is the voice of the wealthy andthe election of the intendant is always theoccasion of intrigue and soft-spoken dealsbetween the powerful families.

The people of Souragne are too poor to betaxed profitably; this is one of the few reliefsthese persons have during their life. TheConseil votes on their self-taxing budget,which is used for administrating the town,the militia and other specific tasks or works,such as a new pier, a bridge, new armour forthe militia, etc. Of course, they never miss a

chance to let know the working class of the'caring ways' of the seigneurs.

The few laws proclaimed by the Conseilmade with the interests of the workers inmind, or so they claim while they reallyprotect the status quo and seigneurs'interests. For example, among the worstcrime would be to kill or otherwiseincapacitate a plantation owner, "in theinterests of the workers getting paid by thispurveyor of work." Lovely way to phrase it,

no? The punishment of such a rare crime ishanging on the public square.There is no permanent militia for the towns

although young seigneurs need to serve fortwo years in the Port d'Elhour militia. Afterthis period of time, most noblemen areproficient with a weapon. At any given timePort d'Elhour has about 15 to 25 youngnobles ready to take arms on short notice.They are well trained and well equipped(leather and shields, long swords, crossbowsand many have pistols). The militia can also

conscript the poor, adding 75 young workerswithin a day's notice (armed with clubs andwooden shields.)

In Port D'Elhour, the intendant mayor is abright man very good at playing hisinfluences and support in order to remain inpower - so well, that Bernard Foquelaine(Ari3/Rog1) has been the intendant of Souragne's largest city since 742, always

being reappointed to the task every twoyears. But his current mandate is his last onesince the man is now getting old and is oftenincapacitated by sickness. The seigneurshave at least three worthy candidates and thenext Conseil vote should be intriguing.

In Marais d'Tarascon, with the benevolent

accord of the Tarascon family, the currentintendant is also Bernard Foquelaine. Theintendant mayor of Port d'Elhour leaves hisday-to-day duties to Constable Gremin (Ftr3). Constable Gremin is also old and isconsidering leaving his duties to his secondson (his first one died in 730 during eventsleading to the Great Upheaval.)

In Thibaut, the intendancy is sharedbetween the Bourdiel and Durand family. Itis mainly an honorific title since few thingsneed immediate decision in this quiet hamlet.

The intendant and Conseil des seigneursknow better than ignore the Lord of theDead. When they receive a commandmentfrom him it is quickly obeyed. However,whenever they can they like to remind theworkers and foreigners that they are thedominant force of Souragne.

TTTTrade with O ther L andsrade with O ther L andsrade with O ther L andsrade with O ther L ands

Even if Souragne is isolated within the

Mists, it has established trade links withother lands. The primary destinations of these trade routes are Darkon and Liffe, dueto the Wake of the Loa mistway, but theinterested coastal nations of theNorthwestern Core (Mordent, Richemulot,Dementlieu and Lamordia) are also commondestinations. Souragnien trade ships traversethe length and breadth of the Nocturnal Seastopping at all the islands there

In the last decades, the population of these

lands has grown fond of Souragnien goodsand several seigneurs have grown richer inshort time. The main exports are cotton,sugar, tobacco, café and dried fish. A morerecent addition is rice; the grain of Rokushima Taiyoo grows so well here theyhave begun to export it to the Core.

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Imports tend to be specialty goodsunavailable for the locals, exotics andluxuries to please the elites: fashions fromthe West, wines from the middle, craftworksfrom the East, and spices from everywhere.Exotic foods and some animals areoccasionally brought back, especially if theyare entertaining.

Heroes are often hired as guards to bringback payment to Souragne, or for specialtasks, such as an inquiry on a merchant'semissary's disappearance. Given the longtreks goods must sometimes make across theentire Core, guards are all but a necessity.

H istoryH istoryH istoryH istoryI encountered difficulty as I focused on theisland's past; the high number of illiteratesmeant few reliable historical documentswere written. Much of the history is passeddown through oral stories. It became a

frustrating endeavour to piece together whathappened. Further complicating this is thepossible false nature of the past, I am suremy brothers are aware of the theory thatwhole peoples and lands are created by thewill of the enigmatic force(s) that control ourworld. It is impossible to know how much of the history is real and how much is fantasy,like the false memories of Darkon.

After weeks of searching, I stumbled uponthree tomes that proved invaluable. The firstwas a copy the private journal of EdvardRenfus, captain of a Darkonian vessel thatstumbled upon the island over a century ago.It impressed me so that I dispatchedsomeone to examine the original in

Nevuchar Springs and send me notes onwhat they discovered. The second is thebook written by his descendant, DannenRenfus, a bard who lived on the island for atime while researching his ancestor's journey. Lastly, I used the diary of PierreTarascon. Tarascom, notable for the townnamed after his family and a series of eventsthat occurred there.

I will include passages from all three whenrelevant. While insightful, they are notalways entirely accurate but still proved an

excellent insight into the past.

E xcerpt f rom: The J ournal of C aptainE xcerpt f rom: The J ournal of C aptainE xcerpt f rom: The J ournal of C aptainE xcerpt f rom: The J ournal of C aptainR enfusR enfusR enfusR enfus A little back, in 635 BC, this island of Souragne was first sight'd in the Mists bythis Darkonian mariner. My name is Captain Edvard Renfus and my crew of the Nevermore mired our ship on one of themany sandbars that lurk beneath the surfaceof the Murky Sea in the vicinity of Port 

d'Elhour. We were cautiously rescued bytownsfolk who marvelled our arrival, for thelocal colonists had lost all contact with theoutside world for the better part of a year.We expected celebration or greetin' as heroesbut found none.

 My crew and I spent nearly one year inSouragne, during the course of which wetried unsuccessfully to tow the Nevermoreout of the shallows before we built a newship, La Licorne, in collaboration with some

wealthier benefactors, the Mont Mirebalais family. Meanwhile we also took time toexplore the island and get to know its people,culture, and language.

 It is a grim and cheerless land, at least inmy opinion. The people are unfriendly and callous with little joy remaining in their lives. They seem to do little but go throughthe motions of daily life. How I longed toreturn to Darkon and my waiting wife.

A dventure hook - T rade helpA dventure hook - T rade helpA dventure hook - T rade helpA dventure hook - T rade helpCharacters must represent

Souragne's political interests abroad(in the lands of the Core), or try toestablish new colonies in existing (oras yet undiscovered) islands of terror.Of course, treachery between noblefamilies means that either the PCscan never be sure of the rewards theywill get for successfully carrying outtheir mission, or that they can earnthe enmity of rival families who willstop at nothing to see the plans of thePCs and their backers fail.

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This report is more that a little odd anddoes not at all seem like the Souragne Icurrently reside in. When I discovered thisand read both the Captain's Journal and theship's log I was confused and ready toabandon my research. Then I recalledreading about similar shift in attitudes in

Invidia and Sithicus. Some dramatic eventhas occurred between this land's emergencefrom the mists and the present day.

E xcerpt f rom: "S ouragne and its P eople"E xcerpt f rom: "S ouragne and its P eople"E xcerpt f rom: "S ouragne and its P eople"E xcerpt f rom: "S ouragne and its P eople"by D annen R enfusby D annen R enfusby D annen R enfusby D annen R enfus

For the following history I rely on both oralhistory and some intriguing notes on the lifeof nobleman Anton Misroi (born aprox. 599 BC, died 635), which recently were found near Marais d'Tarascon in the possession of 

an eccentric man by the name of Mordu.They suggest that prior to the arrival of Captain Renfus, Souragne was but anisolated trading outpost on a sea routelinking what its inhabitants call the "Old World" (and a country called Aurélians in particular) and the "New World." The colonyhad existed for perhaps a little over acentury when much of it was lost to the mists.

The island was discovered by oneCapitaine Ferdinand Misroi and his crew of maritime explorers from Aurélians in what I estimate to be 528 on the BarovianCalendar. The Emperor of Auréliansreportedly chose the name Souragne himself - though there is no record as to what thename signifies or signified.

Ferdinand Misroi, who was widelywhispered to be an ambitious and schemingman, initially considered claiming the island  for himself without alerting the Emperor toits existence. He quickly concluded that it was only a matter of time before rival

explorers, from Aurélians or somecompeting power, reported his discovery and he would need to fight to keep his land against usurpers. Misroi, who had alwayshad a reputation as a highly independent type, decided that it might be wise to present the island to the Emperor as a gift and a signof unquestionable loyalty, hopefully inexchange for being granted title and ruleover the island. This anticipated reward 

would in turn grant him the defensivesupport la Marine Impériale de Auréliaisewhenever he might require it, as well as asecure base of operations to launch hiscontinued forays into the New World.

I wonder at the location and existence of 

this "Aurélians". The language is soremarkably similar to that of Dementlieu andMordent one cannot help but wonder at apossible common origin. Obviously,Dementlieu could not have been Aurélians;the former did not reveal itself from theMists until seven decades after the discoveryof Souragne. However, with what we suspectof the origins of our lands, it is possible thatAurélians is a forgotten relation to Mordent.It could be a colony, related land or even theland from whence the folk of Mordent came.

This possible connection is furthermuddied by the worship of Ezra by thearistocrats of Souragne. Given the age of thechurches in Port d'Elhour, it is unlikely thatthe Borcan faith spread to the island in thecentury that the island has been in the Mists.The locals insist that Ezra is the faith of theirAurélian progenitors, but there is no way tobe certain.

I am interested in this man Mordu, if hecould be found -either alive or dead- he

might be a valuable source of information.However, he has currently evaded all myattempts to locate him, both mundane andmagical.

E xcerpt f rom: T he J ournal ofE xcerpt f rom: T he J ournal ofE xcerpt f rom: T he J ournal ofE xcerpt f rom: T he J ournal ofC aptain R enf usC aptain R enfusC aptain R enf usC aptain R enfus

The people of this island are of two races. At one time slaves from other distant colonieswere also brought to Souragne. Theconquerors did what they could to dominate

the native inhabitants of the island,subjugating hundreds and slaughteringthousands who would not yield to their will.

 It is said that Souragne was much larger then than it is now, the island stretchingalmost 100 miles farther to the south of theTristepas. There was also land rumoured toexist southwest of Maison d'Sablet, but fewsettlements were ever established there

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 How he came to Souragne none seem toknow. He had not travelled to the island aboard any of the ships that were docked inPort d'Elhour and many later whispered that it was as if a ghost had ridden in from out of the fog on a wagon to deliver a message to poor myself.

 Initially I welcomed the gypsy with warmthto Marais d'Tarascon, even inviting him tomy estate. Would that I have simply cast him from my sight! I was looking forward tohearing the man's travel tales and fortunetelling. I admit I enjoyed the attention and talk that Hyskosa would generate among theisland's populace, being the centre of attention brings many advantages. Hyskosaremained in Marais d'Tarascon for severalweeks, spending much of his time withmyself.

Shortly before he vanished without a trace,riding down the road on his wagon, Hyskosaleft me with two shocking revelations: the first, that Souragne would suffer a terriblecurse by the end of its first century of existence! The second would occur yet another century later and would involve themanifestation of one of the Six Signs that would forever change both island and thewider world around it.

 I was dumbfounded. In a state of despair, I 

began to share Hyskosa's revelations withmy brothers and others in my social circle. It was not long before the tale spread around Souragne and had taken on a life of its own.

 I do not record the Six Signs here; I cannot bear to write them again. Nevertheless, theyhave been recorded for prosperity on ascroll, a scroll penned by the gypsy himself,which I now hide for its safety for it may bethe source of our salvation.

I found this report enlightening andshocking. My brothers should recognise thename "Hyskosa" immediately. What is moststartling is the date, approximately 535 BC!This is more than a century before Souragnewas drawn into the Mists and well before thetime of the fabled Dukkar. And it is exactlytwo centuries before the first recordedprophesizing of the Hexad in 735, as noted inmany timelines of our Land.

I am aware of the time-altering propertiesof both the Mists and the Vistani (especiallythe Canjar) but if this is true it is simplyextraordinary.

We must investigate this further as theability to move so far back through time thatone emerges in a land before it is engulfed is

too tempting a possibility to ignore! To journey down the river of time to the actualmoment of creation might even offer aglimpse of the Watchers.

However, this might simply be a creationof the false history, a faked memory revealedthrough the glaring discrepancy betweenobserved events. Or it may simply be aVistani of the same name or tribe, anancestor of the Hyskosa we know. Thedescriptions are similar but not beyond therealm of coincidence.

E xcerpt f rom: "S ouragne and its P eople"E xcerpt f rom: "S ouragne and its P eople"E xcerpt f rom: "S ouragne and its P eople"E xcerpt f rom: "S ouragne and its P eople"by D annen R enfusby D annen R enfusby D annen R enfusby D annen R enfus

For decades following Hyskosa's visit, theisland's prosperity only continued toincrease. The indigenous natives werevirtually annihilated and their "threat" eliminated, crops were abundant, Port d'Elhour and Marais d'Tarascon grewsteadily, and the Tristepas roadway was

constructed to link Port d'Elhour with theisland's other communities. Rivalries and intrigue continued between noble families;the Misrois and the formal representatives of the Crown pervaded the island, but had littleimpact on its economy and overall politicalstability. Insect-borne diseases and tropicalstorms periodically afflicted the colony, but life went on as normal and Hyskosa's predictions were forgotten.

Then, a series of disasters struck the island during its second half century. Decades of 

warfare in the New World and along thenaval routes connecting the Old and NewWorlds ravaged Souragne's economy and curtailed travel to and from the island; botha slave rebellion and civil war (with the Misrois on one side and the Tarascons onthe other) resulted in significant loss of lifeon the island. My estimates place thecasualties from 3,000 to 5,000 lives lost.

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They have begun to explore the seas moreaggressively, hoping to establish colonies of their own on forgotten, yet resource-richislands. Souragne strives to become a world  power, but it lacks the intelligentsia and innovators who can efficiently harness thoseambitions into effective action. Likewise, the

never ending treachery between noble families (and in particular between theTarascons, Misrois, Dessalines and the Mont Mirebalais) inhibits the collaborationthat is required for Souragne to play a moreinfluential role on the world stage.

For all their talk of being the epitome of rational and civilized society, most Souragnien nobles are very superstitiousand have an arguably healthy fear of thespirits that are worshipped by thecommoners-and of the Lord of the Dead in

 particular. It is rumoured that the Lord of the Dead may actively oppose the plans of some of the families. This likely will affect the extent to which the expansionist ambitions of Souragne's nobility are or arenot realized in time.

Ah, the joys of history. Describing eventsof pure truth and facts with as much bias andopinion as a single author can manage.Finding the truth is much like fishing: one

casts out a line and sometimes snags a decentmorsel, while other times hours can passwithout even a nibble.

I have presented what I have found andcommented where I can, which is all one cando. They say those with no knowledge of thepast are doomed to repeat mistakes and thisis especially true of Souragne where thepeople cannot even see their mistakesregardless of how plainly visible they are.

C ustoms and B eliefsC ustoms and B eliefsC ustoms and B eliefsC ustoms and B eliefsI cannot overstress the role of etiquette insociety. There is a 'proper manner' forintroducing people, mealtime, courtship andevery other aspect of life. These rules are notuniversal; the commoners have one way of doing things and the aristocrats have another.

The common folk have a very earthylifestyle with an emphasis on nature and theliving world. Their religion in important andplays the dominant role in their life.Everything is thought of in relation to thespirits, the spirits and loa are consulted onevery major decision. Prayer is frequent and

small offerings are left on an altar every day.Sometimes animal sacrifice is required, forspecial occasions when a favour or service isrequired of the spirits.

This belief in the spirits colours all activityas one must be careful not to offence any loa,either your patron whom you worshipdirectly or any of the others. You must notkill the wrong animal or break any of themany taboos; you must not invoke the wrathof any other worshipers or sorcerers.

Failure to observe etiquette leads to illness.The sick are blamed for causing their owndisease. Predictably, the cure for the illnessis to make amends to the offended spirit orsorcerer. For ambiguous faults sometimeselaborate rites are needed to pacify theslighted and the assistance of a voodan priestis required.

Rites can include a number of items andseem to revolve around a few key animals orthematic objects. Feathers and bones arecommon instruments although the type of 

bird the feather came from is highlyimportant depending on which spirit onewishes to deal with. Bones can be used in avariety of ways from wands or noisemakers(rattles, drumsticks) to clothing adornments,they are simply key symbols. Commonanimals are spiders and reptiles with snakesbeing the far most common. This does notinclude sacrifices, something chickens aretypically used for. Already I have seen somany birds be gutted I begin to feel sorry forthe poor dumb birds.

For more on Loa and Voodan please seethe next chapter for a report excerpt filed byanother of our order. Those interested in thisbrand of magic are encouraged to consult thefull manuscript, which includes lengthydescriptions of observed spells and attemptsto replicate them through arcane means.

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Instead of faith, the dominant belief intheir lives is manners. The aristocrats aremotivated by what is polite or proper orexpected. There are entire books written onthe subject of manners and respectability, notthat they do much good to these illiteratefolk. This (mostly) unwritten code is

enforced by gossip and fear of shunningmore strictly than any law in the land.Manners are a dance, much like the formal

balls so enjoyed. They have theirintroduction and bow followed by anelaborate movement of feet where youattempt to be as fanciful and graceful aspossible while not stepping on your partner'stoes. There is an atmosphere of one-upmanship to politeness, almost an unspokencontest.

To be seen as crude or improper is ahorrific fear of the upper class. It is a labelsure to kill one's chance of attending futureballs and hinder business opportunities. Noone wishes to consort with someone who hasbeen deemed 'improper'.

Noble Souragniens say it is because of their superiority they must have manners andrules, it is a part of civilized society. It is afirm belief of the aristocratic Souragniensthat they are the peak of civilization, thatthey are a kind and compassionate and

enlightened souls. Their manners are simplyanother sign of their superiority as a culture.They claim not to look down on thecommoners and instead say they are slowlyworking to educate them, to make them asenlightened as they are. They see themselvesas parents who must teach and discipline achild. I believe I have documented the truthenough and my Brothers can guess at thetrue state of affairs.

The elites also claim to not believe in thesupernatural dismissing it as folk tales thatentertain the common folk. Magic and spiritsare viewed with disdain; stories for those noteducated enough to know better. And yet Ihave still witnessed seigneurs paying avoodan priest for a favour or noblesshopping around for charms. They whispersmall prayers under their breath and follow anumber of small superstitions design to wardaway evil spirits or bad luck. True magic is

still rare in the upper classes. Magicians andpractitioners of our art are precious few inthe land already, but they are even feweramongst the nobles.

S oS oS oS ouragniens festivals and holy daysuragniens f estivals and holy daysuragniens f estivals and holy daysuragniens f estivals and holy days

Souragnien observe many "holy" days intheir loa worship: there are numerous loasand most of them have their special place forworship in the year. The most feared andworshipped of all loa is the Lord of the Dead,and four days during the year are Days of theDead, in addition to the moonless night whenhis worshippers also pray to him. TheMaiden of the Swamp is also revered allthrough the year but especially around earlyspring. The other loa usually have one holyday each.

 

A rcane magic in S ouragneA rcane magic in S ouragneA rcane magic in S ouragneA rcane magic in S ouragneThe Lord of the Dead has placed a banon all magic in Souragne not related tothe Loa or Necromancy. He hasprecious little understanding of thearcane arts, and what he does notknow or understand he fears. Hemaintains this ban through rumour andfear, hinting that magic corrupts theland or increases the size of theswamp. He tells tales of those whowere once men but now walk aslizards and reptiles due to magic

However, the darklord has no

unnatural ability to sense small usesmagic. He scrys across his land anduses spies to keep an eye out formagicians while encouraging locals toreveal anyone who uses magic.However, he is not omnipotentthought and careful wizards can slipthrough his grasp.

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S ouragne's M isty B order: R isk,S ouragne's M isty B order: R isk,S ouragne's M isty B order: R isk,S ouragne's M isty B order: R isk,P rof it , and L ibertéP rof it , and L ibertéP rof it , and L ibertéP rof it , and L iberté

It is a common belief amongst the poorthat the mountains that once allegedlyrose from the heart of Souragne and

provided the raw materials for the townsand estates have not vanished, but havemerely faded from view and are lost in theMists. The brave or the foolhardy maysearch the Mists in search of buildingmaterials. Although the financial profitsfrom such attempts can be enormous if successful, more often than not would-beentrepreneurs either never return, or comeback scared out of their wits. All sorts of creatures reportedly dwell in the Mists,and the manpower required to bring back

a supply of stone in such a godforsakenenvironment therefore makes profitableventures difficult to organize-few arewilling to risk their skin.

Freedom and true equality are distantdreams to most Souragnien commoners.For some, the dream never dies -quite thecontrary, it grows stronger as the abusesthey suffer grow. For countlessgenerations labourers have passed downthe legend of a place called "Liberté",where peace, freedom, and long lostfriends await the weary workers. Manydismiss it as nothing but legend, refusingto place their hopes in such a maddelusion. Others consider the dream to betheir salvation, a dream rekindled by theodd person actually claiming to havemade it to Liberté.

The legends state that Liberté liesthrough the Mists and in order to reach itone must first have suffered a great deal atthe hands of the land owners, then come

into possession of a protective charm oramulet before finally dreaming of a safepathway to the settlement. On thefollowing new moon, the dreamer mustwalk off the Tristepas into a patch of fogand seek the path she saw in her visionswhile keeping one step ahead of thedemons that wish to lead her astray and

devour her soul. Most who attempt the journey are never seen again -whetherbecause they perished along the way orsuccessfully reached their paradise isunknown. Some return with their sanitybadly damaged after some horrific

encounter in the Mists.A few do return to Souragne in order tospread the word and to encourage othersto make the journey. Needless to say, theland owners do everything they can tosilence all discussions concerning Liberté,going so far as to hunt down and slaythose who claim to have been there.

It should be noted that despite (seeplantations) Élie Belenfant's fierysermons concerning the way to Liberté, hehimself has never been there nor does heactually wish his workers to make a breakfor freedom. Belenfant's version of Liberté implicitly stresses that freedomand happiness can be found in hard work,voluntary servitude, and adherence to hisgospel. Other paths to Liberté are false;"shortcuts" ultimately lead to damnation,peace and freedom on a superficial level.

S earch for L iberté P art O neS earch for L iberté P art O neS earch for L iberté P art O neS earch for L iberté P art O neJeannine Mirabel, a commoner claiming

to have successfully made it to Liberté,contacts the PCs. She needs theirassistance to discretely spread word of her journey, to recruit others for the journey,and ultimately to escort the fugitivesthrough the Mists. Possible events wouldinclude developing relationships withcommoners and voodan, clandestinemeetings to spread Jeannine's word,properly judging the strength and desireof deserters while keeping the landowners in the dark concerning the escape.

The PCs might feel that the authoritiesare closing in on them. Once Jeannine andthe PCs have recruited a sufficientnumber of people and are ready toembark, the local militia attack thefugitives, attempting to capture as manyof them as possible to make an example of them.

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as an anchor to help ease the loa's transitioninto the mortal world. Once the loa's servicesare no longer needed, the vévé is destroyedimmediately for fear that the loa's wishesmight extend even beyond the confines of itsritual.

More often than not, loish worshipborrows Ezran trappings and rituals toplacate its countless divinities (Viktor's note:for this subject, you should refer to MrsKingsley's following text). Many voodan usecrude versions of the green and white robesworn by anchorites in ceremonies and manyvoodan altars (positioned to resemble Ezranchurch settings) prohibit the use of any metalother than silver within its premises. Churchiconography is exploited generously: thepopular loa Madris Orundi for example, asdescribed by her devout followers, show herto look almost like Ezra herself.

V évé : loas representationsV évé : l oas representationsV évé : loas representationsV évé : l oas representations

While there are nearly a thousand differentloas, from dead ancestors to regional loas toanimalistic ones, such as Bouki andLonghears (wild rabbits), about a dozen areconsidered majors loas. The vévé for the

major Souragnien loas are shown here:

V évé and the L oaV évé and the L oaV évé and the L oaV évé and the L oaA vévé is an intricate symbolicrepresentation of any particular loa, andcould be used by any believer in the loishfaith. However, only characters of thevoodan class (see Dark Tales and DisturbingLegends) can access the full powers of vévé,as detailed below. The various vévé of all theloa spirits described in Dark Tales and

Disturbing Legends are illustrated elsewherein this book. Inscribing a vévé takes a fullaction, regardless of its intricacies.

Vévé are considered holy symbols whenstitched on single-colored cloth or etched onwood. Followers of the loish religion can usethis ability but Craft checks to create holysymbols still apply in the process. Forpurposes of using the Craft skill, vévé asholy symbols are treated as high-qualityitems (DC 15). This DC is reduced to 10 if the crafter is a voodan. The duration last aslong as the material the vévé is inscribed onremains durable, just as other holy symbolsof other religions.

Only voodan are permitted to inscribe vévéon the earth itself, as reaffirmation of theirstatus as negotiators between the spirit worldand the mortal world. These earth-inscribedglyphs are still considered as holy symbolsbut they offer absolutely no mystical powerwhatsoever if they were inscribed by non-voodan characters. Depending on the

alignment of the loa the vévé represents, thearea where a voodan inscribes a vévé iseither consecrated (if good-aligned) ordesecrated (if evil-aligned), as the divinespells cast by a cleric of half the voodan'slevel (minimum 1st). Neutral-aligned vévéhave no such effect on its surroundings. Theduration lasts as long as the spell descriptionor as long as the length of the ceremony,whichever takes longer.

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Vévé give its voodan inscriber a +3circumstance bonus to both Diplomacy andKnowledge (religion) skill checks relating toa loa being petitioned (with a question orwith an ability such as Mount of the Loa). If other loa are present but their vévé is notinscribed, the voodan has only a +1

circumstance bonus to Diplomacy andKnowledge (religion) skill checks whenrelating with them.

Within a radius of the vévé equal to 10 ft. xthe voodan's Charisma modifier, thepenalties for bestowing gris-gris on someoneelse are lowered by 1. For example, a non-voodan loa worshipper therefore has both theeffective caster level and save DC's for abestowed gris-gris at -1 instead of -2. Thisperson needs to stay within the radius givenabove to gain these advantageous diminished

penalties.

D ear E steemed B rothersD ear E steemed B rothersD ear E steemed B rothersD ear E steemed B rothers

This information that I have gathered maywell interest you. It pertains to a cult withinthe worship of a Loa, one known as Brahmbei the Oracle. Though membershipin this loa cult (known as Brahmbei's Hand)is utterly unknown to the outside world it isan open secret amongst the voodan that serve the Oracle.

The cult claims to have been granted a"Holy Mission". They believe that it is their duty to collect as much knowledge as possible for their own, and to destroy anyother text or relic holding that knowledge.They see themselves as the shepherds of knowledge, granting or denying it to all who pass into their domain. Supposedly, the Loa Brahmbei contacts members of this cult intheir dreams showing them an image of onewho searches for knowledge walking down ablack road, in addition to one of two items: a

book or a flame. The book means that the Hand must grant that stranger what heseeks; the flame means that they must strainevery effort to deny him his goal. The idea of  Brahmbei -or any Loa- sending visions to somany people is absurd but it appearsgenuine. The cult founding happened when adozen Voodan of Brahmbei, each living inseparate parts of Souragne, experienced thesame vision simultaneously.

 I believe that some outside force, possibly Brahmbei but more another, influences thesegullible Voodan to carry out their ownagenda. If we use our magic to grant thesevoodan a similar vision, we could gain

access to a font of lore containing many of the secrets of Souragne. Such Lore could  prove invaluable against van Rijn and hisdead companions.

Raphael BuchvoldHon. Brother of the fraternity

D read P ossibil it y - t heD read P ossibil it y - t heD read P ossibil it y - t heD read P ossibil it y - the O racleO racleO racleO racleBrahmbei has never been involved with thecult that bears his name. The manipulation

comes from other sources: not one, but apair of opposing forces manipulates theHands. The organization was originallyformed by Oriel, (male human Div9) anoutlander who arrived in Souragne andmanaged to adapt relatively quickly.

Deploring the voodan's practices of keeping knowledge to themselves he sent avision to some of the voodan of Brahmbei(disguised in such a manner as to appear tooriginate from the Loa) explaining theideology of the Hands. Hence after, he spiedupon those seeking knowledge in Souragneand sent the hands the appropriate visions to

encourage the spread of knowledge. Sincethen, another has discovered Oriel's groupand seeks to turn it towards somewhatdarker knowledge (an idea Oriel finds worsethan the constraint of knowledge). Thediviner has been unable to discover anythingabout the second manipulator, except thatmost visions sent by him feature the imageof a golden quill somewhere in thebackground.

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loa-worshippers were no less vociferous.They refused to believe that LaRouchewould be able to remain in power, inspiring arevolution which would surely be banned byeither the church or the other seigneurs. Theyforesaw an eventual backlash that could costthem their titles and estates if attention were

drawn to any other unorthodox families.Many voodan were also not pleased by thisembrace of their spirits. They feared thepotential absorption of the loa within thechurch as intercessors or servants of Ezra.Their own role would then be eradicated orweakened under such circumstances. Somehad also been enjoying the private patronageof various seigneurs; now these samefamilies were quickly backing away, takingtheir funds with them.

And the church of Ezra? Ti-Maman wasignored at the beginning as the churchfocused upon its first schism and expandingtheir influence upon the Core. When theThird Book of Ezra was penned in 709 inDementlieu, attention finally turned torumours that Manon Larouche was also busywriting. The church was already reeling overclaims that Ste Mere des Larmes was olderthan Yakov's vision; what if this backwateranchorite began to claim the same for hernative church, and threw in a whole

pantheon of loa to boot? A missive wasfinally sent to Souragne, demanding that theanchorite explain herself.

Ti-Maman's reply, if ever penned, isunknown as she was assassinated in 710. Hercorpse disappeared during the days of exposure decreed by the Lord of the Dead.Rumours abound that the seigneurs stole herbody away to prevent veneration or thecreation of artifacts from her bones and locksof hair; others said that in punishment theLord of Death took her body and soul for her

disservice to Ezra.Who killed her? Nobody was ever caught.

Souragniens have many theories which theyare happy to espouse now that most of thesuspects are dead and not able to retaliate.Conspiracies and hidden alliances are stillheavily debated. Several families have takenprivate ancestral credit for the deed; yet eventhey are careful to not proclaim it publicly.

Ti-Maman has been dead nearly fifty yearsbut is still a thorn in Souragne's side, keptalive by her cult.

What of Ti-Maman's revelation? Herwritings (if they ever existed) have vanished.The present sentire is tight-lipped about herbeliefs and the rationale for her actions. Her

disciples, the priests who served her inMarais d'Tarascon, relate that Ti-Maman hadtreated her revelation as a source for publicaction; its details however were solely forprivate meditation. Public opinion is no lessinformative, as it veers between portrayal of a saint and a heretic.

The Church of Ezra gave her final rites andan empty plot and tombstone is dedicated toher within the confines of their cemetery;whatever controversy surrounded her life,she was acknowledged as true to the faith indeath.

Etien n e 'Pere L aissez-Fair e' L efebv reEtien n e 'Per e L aissez-Faire' L efebv reEtien n e 'Pere L aissez-Fair e' L efebv reEtien n e 'Per e L aissez-Faire' L efebv re

(y ear 710 to pr esen t)(y ear 710 to pr esen t)(y ear 710 to pr esen t)(y ear 710 to pr esen t)

Etienne Lefebvre, a magistrate's son,abandoned his inherited vocation for hiscalling to Ezra's worship in 697. SentireTennyson had made his small libraryavailable to the bookish youth. Just beforehis death he sent Lefebvre to Mordent to seethe church he envisioned in Souragne. The

missionary's writings confide his personalbelief that this promising scholar wouldsomeday lead the local church.

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Upon Lefebvre's return in 702, Ti-Mamanappointed him the church's secretary and

four years later, Sentire of Port d'Elhourupon her departure to Marais d'Tarascon.Rumours abounded of private argumentsbetween the two. Lefebvre was the naturalcandidate to lead the church after Larouche'smurder: a Core (ergo orthodox) education;his family's pure laine (Souragnien slang forpurebred) devotion; years of service andfamiliarity with the temple in Port d'Elhour.

Lefebvre was not blind to the quandary hewas being placed in. Whatever his quarrel

with Ti-Maman, he admired her ability todraw those who most required Ezra's aid. Hehad witnessed the danger of Ti-Maman'sradical change, but also Tennyson'sineffectiveness in successful application of the Second Book of Ezra.

Lefebvre sequestered himself during theperiod of his investiture, meditating upon thesituation. When the soft-spoken Sentire tookto the pulpit, he carefully celebrated thetraditional forms espoused in the temple of Port d'Elhour. The knowledgeable anchorite

spoke of Ezra's henotheistic approach; theThird Book explicitly recognised theexistence of other gods, whileacknowledging Ezra as foremost amongthem. He discussed the Core's churchespolitic approach to other faiths, as well as itsrecognition, even requisite celebration of local holidays and customs; ergo the place of Notre Dame's prayers, songs and devotionalpractices in Souragne's worship of Ezra. It

was important that those who sought Ezra intimes of need should be greeted by familiar,soothing surroundings and customs.

However, as he explained to adumbfounded congregation, this courtesyhad to be extended to Souragne's othercongregations. How could he tell the poor

that the loa were not permitted where NotreDame still stood? He acknowledged the CoreChurch - and seigneurs'- concern, whilereminding that no actual sanction had everbeen set upon Ti-Maman, nor an immediateban upon her practices. Most importantly,Ti-Maman and similar loa-worshippingpriests had never been punished by the lossof their powers. Who was he then, to gainsayEzra?

Quoting a Darkonese maxim, 'festinalente'(make haste slowly), Lefebvreexplained that it was important during suchviolent, turbulent times to act carefully. Rashdecisions could invite anger not only withinthe churches, he suggested, but withinsociety at large, especially when Ti-Maman'sassassins were still at large. Having plantedthe fear of insurrection, he calmly stated thatuntil Ezra had revealed her will more clearly,it was wisest to continue with the two stylesof services. He named them high church(haute eglise) and low (known in local patois

as ti-'glise).As sentire of Souragne, he would maintainthe high church service. This was theseigneurs' service, which followed theMordentish format and included Tennyson'sapproved inclusions from the Notre Dametradition. He promised that the seigneurs'chapels and temples would continue tocelebrate this service. The low churchservice established by Ti-Maman wouldremain in Marais d'Tarascon and its sistershrines. If Ezra chose to reveal her

displeasure, Lefebvre promised swiftretribution and reparations.

At the same time, Lefebvre had sentmissives to the Home Faith in Levkarest andto the Mordent sect in Mordentshire,outlining his actions. He addressed the costof Tennyson's disdain for the loa in terms of numbers and offerings. Was the churchwilling to lose these? He repeated the points

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He encourages tender-hearted devotees tomaintain hospices and soup kitchens,publicly praising their efforts to encourage abeneficial rivalry. He uses his family ties to

denounce harsh laws and mediates on behalf of worshippers accused by the law oremployers of wrongdoing.

Lefebvre is an avid scholar of the Books of Ezra, the schisms, and heresies. The paradoxof Ste Mere des Larmes has inspired hissearch for a parallel in Notre Dame desBrumes. This is one idea which does appealto the seigneurs' nationalism, and they areproud to make the claim without any proof.Despite his interest, the sentire disagrees

with the intellectual focus of theDementlieuse sect. "A church is not auniversity; the mind serves the heart; theletter, the spirit; not vice versa," he has beenheard to say. "Ezra, goddess or not, did notsay she would think about the Lost, or fallinto a reverie of introspection, but that shewould save them. We must not waste ourtime trying to figure out what Ezra is at theexpense of her mission."

Illiteracy and the lack of educationstandards in Souragne are Lefebvre's

personal bane. His time in Mordent has madehim aware of how backwards his homelandand its rulers are. The training -basic andtheological- of his acolytes is intense. It isimperative that Souragne's temple be able todefend its practices with a firm orthodoxfoundation, or suffer a sentire imported to dothe will of Core. Lefebvre encourages hispriests to tutor labourers and their childrenunder the ploy that they are being

indoctrinated in holy writ. Many of thesuccessful students have found employmentin the docks and warehouses, keepinginventory and accounts, and even translators.

Despite the public dissatisfaction, Lefebvrehas survived to a grand old age. He isrecognized for his intelligence and possible

canniness. His decisions while the cause of anger are never ignored, but studied formotives. Even now, the congregationwonder at his successor, but the old manremains, as usual, silent.

With respect,Professor Gertrude Kingsley (University of 

Paridon, Sociology), 760 BC

TheTheTheThe F if th B ook of E zraF ift h B ook of E zraF if th B ook of E zraF ift h B ook of E zraManon Larouche had been writing a book onher vision of Ezra when she wasassassinated. She had turned to EtienneLefebvre for assistance in the task due to herpoor literary skills; these writings were thecause of their frequent meetings andarguments. Below is a pertinent exerpt fromthese writings:

 Ezra looked upon the Time of Ultimate Darkness, wondering at the people's despair and disbelief. As her eyes sought the sourceof doubt, they fell upon her church. Here

were the lackeys of kings, the worshippers of words, and the heartless self-righteous. And many were their victims. Her heart opened,and she said, "Do I not heal the sick, and  protect the weak? It is not my place to turnmy back on any in the Grand Scheme." 

 Ezra moved through the tides of time, shewho is veiled by mist and myth. She sang of duty, mercy, knowledge and justice. Last of all, she sang of peace and compassion. Shesang, and echoes of her message rose and 

took shape. But Ezra warned, "Words must not divide those united in spirit. Wonder not at the number of echoes, nor whence themusic sprang. My name is nothing; mymission is all. Heed me, and follow myexample." 

Then Ezra moved through the heavens and spoke to the spirits and gods of light. "Shallwe let the Legions of Darkness delight in our rivalry? Is this the example we seek to set?

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P eti ti oning the L oaP eti ti oning the L oaP eti ti oning the L oaP eti ti oning the L oaSouragniens worship the loas insteadof the other deities known elsewherebecause they feel those loas are closerto Souragne. Sometimes the loa dogrant their petitioners answers orspell-like abilities on them. Forexample, someone praying the Maidenof the Swamp for healing can receivea cure light wounds spell on her, oranother praying suddenly finds theright way to exit the swamp where heis currently lost.

It should be a DM's prerogative tolet the loas grant these privileges,under the following guidelines:

• The petitioner should pray at leastan hour for the loa to answer, orpetition the loa during a voodanceremony to this specific loa.

• The spell-like power granted onthe petitioner should be less then3rd level in most cases. Only invery rare exceptions should thesepowers exceed this norm. Use thesuggested alignment, schools anddomains of a loa as guidelines inorder to judge what a loa wouldgrant or refuse.

• The power should be given to thepetitioner, or to a person the peti-tioner is praying for (ex: a motherpraying for his wounded daughterwould see her daughter cured bythe petitioned loa; or a person wor-shipping a malevolent loa to gethis rival cursed). Usual DC should

be applied to unwilling targets of apower.

• In case of an answer to a question

(such as the way to get out of theswamp), this should be limited bythe DM to matters of interest to thepetitioned loa.

• The suggested chance of a loaanswering a petitioner should bearound 10%, modified by circum-stances (DM's judgment).The peti-tioner should be a regularworshiper of this specific loa (peti-tioner praying the loa for the first

time, or less then three times peryear, get a -8% penalty). If peti-tioned during a voodan ceremonyto this specific loa, add a +5%bonus. A voodan priest add twicehis level to the chance of gettinganswered by the usual loa wor-shiped by this voodan (a 3rd levelvoodan usually worshipping Brah-mbei should get a 6% additionalbonus when petitioning this loa). If 

the loa petitioned isn't a major loa,add a -5% penalty.

Any petitioner should not get aspecific loa's attention more then onceevery two months, modified bycircumstances (DM judgment). Theonly exception to this rule is voodan,who can get "answers" from their loaup to once a week.

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Through the trees emerged a man onhorseback, a tall aristocratic gentlemancarrying a torch. He spoke in a polite tone,though his words carried an air of condescension. Smiling, he added: "It is apleasure meeting you all here tonight. I amAnton Misroi."

I noticed immediately that something wasamiss with our host. He was bothered byneither the sweltering humidity nor thebiting insects that tormented us even as hespoke.

Speaking to our guide, Misroi uttered"Télesphore, grand-grandchildren of my dearNanaea, leave us. Return in an hour."

Meanwhile, we looked at each other."Misroi?" Skully whispered, "But that's aname of the past!" As my eyes adjusted to

the light, I noticed with dread that Misroi'smount was a quite dead…

When our guide had left us, Antonresumed his conversation with us. "I havewatched your group since you first arrivedand long known that you were not as youappeared. This is my home, gentlemen, andnobody is allowed to spy on me, especiallywith forbidden magic. No secrets are hidden

from me, gentlemen. Did you honestlyexpect you could break my laws and leavethis island alive?"

Anton's polite smile changed not afraction, though his eyes gleamed withsavage joy at our fear. It seemed that we hadmade a grave miscalculation. But somethingin Misroi's expression changed. The civilsmile and savage eyes dissolved, leaving amore genuine, if grim expression. Werelaxed slightly; with his show of force doneit was time to talk business. Still, even with

all my training I felt like a schoolboy beinglectured.

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"But, dear Elders," he said, "it would seemwe have a common enemy. You see, a pitifulbeing known as Death -how ironic for aname, no? - sent emissaries to me a year ago.These messengers said Death had read aboutme in an old tome. They wanted me to sharemy knowledge of this world with Death. The

fools compounded their impertinence byoffering nothing in return. Sadly, I havefound that the dead are the first to forgetgood manners."

"Naturally," he continued, "I punishedthese ambassadors for their rudeness.Though, astonishingly, their master has yetto understand that I am master within myrealm. I destroyed them save one and toldher to return to her pitiful master and repeatmy answer to his request. Even now hethreatens to pester me with his pitiful

minions. Though these intrusions havebecome a source of new servants, they havealso proved to be a nuisance."

"Then," he resumed, "you arrived inSouragne. I could have you destroyedquickly. However, I learned that we havethis common enemy. That you are still alivetonight is owed solely to that fact. Iappreciate the potential value of livingservants, especially in dealing with mattersbeneath my attention."

Anton then ordered us the following."First, I am curious what your organizationhas learned of me and my modest realm. Youwill prepare for me a copy of all you knowabout Souragne within a month and not a daymore. I advise you to omit nothing. You willgive these documents to Patte-de-Poulet. Ibelieve you are well acquainted with him."

"Second, you will keep a very low profileand not flaunt my ban of magic. My subjectshave faith in my laws and I will not sufferthat belief to be challenged. As well, while inmy realm, the Fraternity will keep theservants of Death out of my land. Hunt themand destroy them quickly, for if I must lowermyself to dispatch them my patience withyou shall wear thin."

"Finally, dear Elders, you must neverdoubt that my laws are absolute. You havebeen given a reprieve, not a pardon. Shouldyou ever defy my will, I assure you, I shallteach you all possible meanings of a fateworse than death."

With that, he disappeared back into the

gloom. After ages of waiting in the black,our guide returned and ferried us back tocivilization. Of course, we have compliedwith our new found benefactor. Was thereany other choice? Despite his bluster andpredictable power games, it is clear that he isa force beyond our ability to challenge -forthe time being- so we must conform to hisconditions.

Still, this Misroi is a fascinating character.He may yet be a source of great information.I sincerely hope both parties will profit fromthis association.

V iktor H azanV iktor H azanV iktor H azanV iktor H azan

Maison Soulombre, SouragneFebruary 1st, year 760

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A ppendix 1A ppendix 1A ppendix 1A ppendix 1D M 's A ppendixD M 's A ppendixD M 's A ppendixD M 's A ppendix

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In case of ability damage or drain, the spellalso lessens the damage by 1 (minimum 1point of ability damage or drain). Forexample if the caster was drained from avampire for 3 points of constitution, he orshe would lose only 2 points.

This spell cause a powers check if the

caster is using someone else's blood: if thecaster damages another creature to gain theprotection of this spell, even if this creatureis a foe, the spell is considered evil and thepower check is 4%

Focus: A specially prepared ceremonialdagger, costing at least 50 gold pieces. Thedagger must have been used in rituals to theLord of the Dead.

V ermin wardV ermin wardV ermin wardV ermin ward

AbjurationSpell level: druid 2ndComponents: V, SCasting Time: 1 roundDuration: 2h/ levelRange: CloseArea: 10' radius +5'/levelSave: None (will negates)Spell resistance: yes

A less extreme method for dealing withvermin in the swamps of Souragne than theexterminate spell. This spell is often used toward off annoying mosquitoes or leechesfrom the camp site of the caster or to driveoff vermin from an area during the durationof the spell.

This spell immediately drives off the areaof effect all vermin (flying insects, parasites,small reptiles etc.) The spell affects verminof diminutive size or less, with up to 1 hitpoint. For the duration of the spell, vermin

won't enter the area of effect.Larger vermin can resist this spell: vermin

up to 1 HD may make a will save to resistthis spell. Vermin larger than 1 HD aretotally immune to the ward. In case of aswarm, the swarm may make a will save tonegate the spell entirely. In case of amagically summoned swarm, the spell has aDC penalty of -4.

TheTheTheThe S wampS wampS wampS wamp

Terrain ef fectsTerrain ef fectsTerrain ef fectsTerrain ef fects

Should the DM needs it, here's a randomtable of Maison d'Sablet terrain Features:

Most of the brooks are just a few feetacross, but some water ways are wideenough for a large boat navigating slowly(and with an experienced guide). The LacNoir area and some of the larger water waysare anywhere between 10' and 40' deep

before reaching mud. .Bogs: see DMG description p 88 for

movement and various check modifiers inbogs.

Undergrowth: Those are drier islands, withwildly varying size. Truly dry land is veryuncommon and most undergrowth patchesare muddy at best. See DMG description p88 for movement, concealment and variouscheck modifiers in these.

Shallow bog 50%

Deep bog 15%

Light undergrowth 20%

Heavy undergrowth 15%

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Quicksand: The chance to encounter aquicksand is 5% per hour. Those quicksandpatches look like drier land and they aremostly located on the outskirt of dry islands.See DMG description p. 88 for mechanics of quicksand and rescue.

"Swamp gas": The chance to encounter anarea with inflammable gas is 5% per day. Itis left to the DM to establish its effects, butmost swamp gas areas should contain smallquantities of methane gas. The PCs shouldbe able to smell the tell tale odour of rottenegg (sulphur). Also, some of these sources of swamp gas could already be burning, in anever-ending torch way. As an option, someswamp creatures could use these gases whencrafting traps.

O ptional equipment: S wamp S hoesO pt ional equipment: S wamp S hoesO ptional equipment: S wamp S hoesO pt ional equipment: S wamp S hoesThese very uncommon items are made of wooden rods and leather and look somewhatlike an upside down umbrella. Swamp shoeshold the user above the surface of swampwater and enable him to walk on the surfaceat normal move (the normal move in aswamp is cut in half). The user can't run.

Some of the humanoids dwelling in theswamp use them for quicker walking acrossswampland and have an advantage forhunting. The swamp shoe has an ovalkidney-like shape, roughly 45 by 70 inches

large. It takes about two weeks of training tobe able to use the swamp shoes, but the userstill have a -4 dexterity penalty and can'tmove and fight in the same round. It takesanother two week of training to be able tofight without dexterity penalty and be able towalk and fight during the same round.

Getting lost in the bog: There are manyways to get lost in the wilderness. Followingan obvious road, trail, or feature such as a

stream or shoreline prevents any possibilityof becoming lost, but travelers striking off cross-country may become disoriented-especially in conditions of poor visibility orin difficult terrain.

Poor Visibility: Any time characterscannot see at least 60 feet in the prevailingconditions of visibility, they may becomelost. Characters traveling through fog or a

downpour might easily lose the ability to seeany landmarks not in their immediatevicinity. Similarly, characters traveling atnight may be at risk, too, depending on thequality of their light sources, the amount of moonlight, and whether they have darkvisionor lowlight vision.

Difficult Terrain: Any character inmaison d'Sablet may become lost if he or shemoves away from a trail or other obviouspath or track.

Chance to Get Lost: If conditions existthat make getting lost a possibility, thecharacter leading the way must succeed on aSurvival check or become lost. The difficultyof this check varies based on the visibilityconditions, and whether or not the characteris familiar with the area being traveledthrough. Refer to the table below and use thehighest DC that applies.

A character with at least 5 ranks inKnowledge (geography) or Knowledge

Table 1: B oat S tatisti csTable 1: B oat S tatisti csTable 1: B oat S tatisti csTable 1: B oat S tatisti cs

Boat type Capacity Size Speed Manoeuvrability HP Hardness

Canoe - small 2 medium 30 'Good 15 3

Canoe - large 6 large 30 'Medium 25 3

Raft 6 large 30 'Medium 15 3Rowboat 8 large 30 'Poor 30 4

Survival DC

Maison d'Sablet, not familiar withthe area

12

Maison d'Sablet, somewhat famil-iar with the area

10

Maison d'Sablet, very familiar withthe area

8

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(local) pertaining to the area being traveledthrough gains a +2 bonus on this check.

When in deep fog or at night, add a +4penalty to the Survival DC check.

Check once per hour (or portion of anhour) spent in local or overland movement tosee if travelers have become lost. In the case

of a party moving together, only thecharacter leading the way makes the check.

Effects of Being Lost: See DMGdescription p 86 for rules on the effect of getting lost.

O ther dangers of the swampsO ther dangers of the swampsO ther dangers of the swampsO ther dangers of the swampsEach time spent in Maison D'Sablet, make

these checks for unprotected PCs:Exhaustion check: When moving in the

swamp, from the high humidity anddifficulty to move through the swamp, PC inMaison d'Sablet should make a DC 13 check(Fortitude) or become fatigued. The check ismade after a period of four hour, and foreach hour hereafter.

A fatigued character should succeed a DC16 check each hour or become exhausted.

Water: Drinking water from the swamp orfrom a well in the drier lands of Souragne,unless boiled before, can make character sick(DC 14 Fortitude when drunk; Damage: Con

1, and be nauseated).Disease: Because of the fouled swamp and

mosquitoes, for every contact with theswamp, or 24 hour period spent in it, PCshould make a DC 14 check (Fortitude) orbecome diseased.

The check is made with a penalty of +4 if the character has an untreated open woundfor at least an hour during this period, and abonus of -4 if the character is well protectedfrom insect bites.

Check on the following table for thatnature of the disease.

Swamp Fever: A DC 14 Fortitude checkafter incubation period of d20+6 hours.Damage: 1d4 Strength and 1d4 Constitution.The disease make the character feel sleepyand fatigued. This is mildly contagious (DC8 when in physical contact with thediseased).

Leech sickness: A DC 16 Fortitude checkafter incubation period of 1 day. Damage:1d4 Wisdom. The diseased character isprone to hallucinations. This is notcontagious. If not healed within four days,the character can get permanently blind (DC10 Fort each day after the fourth).

Gator rot: A DC 18 Fortitude check afterincubation period of 1-4 days. Damage: 1d4Constitution. The diseased has patches of hisskin turning to alligator scales. The wholebody is covered after a week if not healedbefore that. Unfortunate person with visiblesigns of this disease sometimes have beenstoned by superstitious mob. This is mildlycontagious (DC 8 when in physical contactwith the diseased).

Slimy Doom: see DMG p. 292. Victimsturn to infectious mud coloured goo from theinside out. This is highly contagious (DC 12when in physical contact with the diseased).

See the DMG p 292-293 for diseases andhow to heal them. Some voodan potions and

filters add a +2 bonus to healing checks.

M onsters andM onsters andM onsters andM onsters and E ncountersE ncountersE ncountersE ncounters

S wampS wampS wampS wamp A nimal T hreatsA nimal ThreatsA nimal ThreatsA nimal ThreatsFor Souragniens alligators, use the MonsterManual regular crocodiles stats block (page271) but making them one hit dice smaller to2d8+6 hp (15 hp). On full moon night, theintelligence of these reptiles augments from

1 to 4 for a week, making them morecunning and deadlier during this period.

The water snakes are tiny, small ormedium vipers. The poison of the blackwidow (tiny spider) should be: poison DC20, initial damage 2d8 Strength. Some of these snakes have the habits to get on a treeto dry, and wait to drop on unsuspectingpasser by.

Swamp fever 70%

Leech fever 15%

Gator rot 10%

Slimy Doom 5%

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dominance over the soft skins (other formsof sentients).

Once they were the Akarawa, some of theoriginal natives of Souragne who had ananimist faith in which reptiles and the reptileloa were revered above all others. Thosewith the greatest spiritual strength could callupon the Crocodile God in a ritual thatinvolved soft chants, eerie flute music, and ahypnotic dance. The god would bestow uponhis most faithful the ability to shapechangeinto one of those creatures.

When the Akarawa faced genocide at the

hands of the Aurélians, the last of theirnumber enacted a powerful version of theritual that changed them permanently intothe diminutive reptile men that now inhabit aremote corner of Western Maison d'Sablet.

The reptile men typically keep tothemselves and do their best to existunnoticed, but also secretly scavengebuilding materials from Souragne's townsand estates, as well as from the mist-shrouded mountains at the forgotten heart of the island. They occasionally abduct

humans, preferably children, for monthlyritual sacrifices to their god. This has giventhe reptile men the status of bogeymen inSouragnien folklore.

Their stats are identical kobolds.

A ppearance & F ashionA ppearance & F ashionA ppearance & F ashionA ppearance & F ashionThe Merrshaulki stand at about 4 feet buttheir slouched posture means appear closer

to 3 feet. They resemble a bipedal crocodile,with scale coloration varying from mottledbrown-green to dark green. This almostuniformed look means that one Merrshaulkilooks very much alike to most human butMerrshaulki can readily identify each otherby slight colour variations and pheromones.

Most Merrshaulki wear little in the way of clothing, wearing only a simple loincloth,but other decorate themselves with simplebone trophies tied with leather cords to theirbody to allow free movement. The exceptionis those of high ranks who wear elaborateheaddresses made of soft metals, bone andfeathers, with Jaws of the Great One,Sandover, possessing the most elaborate.

L anguageL anguageL anguageL anguage

Merrshaulki is a mixture guttural resonatingnoises and high pitched squeaks, designed topass for some distance within an aquaticenvironment. However since the coming of the holy prophet. Jaws of the Great One,many of the Merrshaulki have (re)learnedthe language of the native soft-skins, butmouth structure prevents them fromspeaking in anything other than brokenwords and complex words of more that twosyllables remain impossible. However, theyoften understand words spoken in their

presence and woe betide any who thing theyare slow-witted due to broken speech.

L if esty le & E ducati onL if esty le & E ducati onL if esty le & E ducati onL if esty le & E ducati on

The Merrshaulki have a ridged socialstructure, with a labour caste, a warrior caste,a priest caste and hunter caste. EachMerrshaulki is assigned to their caste whenthey hatch by a high-ranking member of thepriest caste.

The labour caste, while regard in most

societies as downtrodden, is one of the mostrespected next to the priests. They containwithin their ranks the Egia (Nurseryworkers) whose duty is to tend the eggs of the next generation. The labour caste alsocontains the Grina (Builders), those trainedin the knowledge of how to construct theworks of the ancients. They were responsiblefor constructing the Temple of the GreatCrocodile.

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The Warrior cast are often the most burlyof all the Merrshaulki due to generations of selective breeding. It is the warrior caste whoare responsible to obtain sacrifices andslaves from the soft-skins. The warriors actas personal guards of the small priest casteand are responsible for removing every tenth

sacrificial remains to the north of theirterritory as a tribute to the One-who-is-dead-yet-not-dead on the orders of Sandover.

The hunter caste is the most numerous of all the castes and is responsible for ensuringthe population gathers enough food, they arealso responsible for feeding the sacred ones(the local alligators). The small priest castewere the leaders of the Merrshaulki societyuntil the coming of Sandover, and wereresponsible for ensuring the correct ritualsand rite were said, making sure the correct

sacrifices were made, and telling the tells of tales of the Great One. However, their roleshave diminished with coming of Sandoverand now act more as an advisory council,performing only the minor rituals andsacrifices by themselves. Elders in the castesteach children though oral tradition, allMerrshaulki are taught the tales of the GreatOne.

The slaves are regarded as fit only to beused up then thrown away. They are looked

down on by all of the Merrshaulki. Thanks tothe ritual that the slaves go through aftertheir capture, merging them with reptilianessences, they are so docile to their mastersthat they will calmly stand still for one whileit cuts its heart out for a sacrifice.

A tt itude Towards M agicA tt itude Towards M agicA tt itude Towards M agicA tt itude Towards M agicThe Merrshaulki worship only one god,

alternately called the Great One or The GreatCrocodile, but concede that this is but one of 

his many aspects and represents his strength,power and unbridled savagery. His aspect of the Twisting Serpent represents hisdeviousness, trickery and magic. His aspectas the sun represents his life giving andglory, while his aspect as the moon is that of his healing and caring. To honour theseaspects, three shrines exist at compass pointsto the Temple of the Great Crocodile, to theEast lies the shrine of the sun and the West

the shrine of the moon. The Shrine of theTwisting Serpent lies to the North of thetemple, to the south of the temple lies thesacred pools of the alligators.

The Merrshaulki do not see magic as evil,rather it is a blessing of their god in hisaspect of the Twisting Serpent. AnyMerrshaulki that shows such a blessing afterbeing assigned to a caste other than that of the priest, often find themselves subjected toan arduous ritual to prove themselves worthy

of changing castes. However, such a blessingof the Twisted Serpent is often a mixedblessing as they are often seen as possessingall the traits of the Twisting Serpent and areseen as deceitful and crafty.

TheTheTheThe Temple of the G reat C rocodileTemple of the G reat C rocodil eTemple of the G reat C rocodil eTemple of the G reat C rocodil eSandover truly believes he is the avatar of his profane reptile god and seeks sacrificesin his god's name (and as a convenient foodsource for himself when he changes to his

crocodile form on the three nights of the newmoon). His reptile men have completed workon the step pyramid that he ordered, and it isfrom this edifice that he rules. He kidnapsvillagers from both Port d'Elhour and Maraisd'Tarascon, and is on the lookout forpowerful artifacts to allow him to expand hiscontrol. Sandover has created a magicalpool, which will allow him to transformpeople into reptile folk through a ritual.

D read P ossibil it y:D read P ossibili ty :D read P ossibil it y:D read P ossibili ty :W ay of the W inding J awsW ay of the W inding J awsW ay of the W inding J awsW ay of the W inding J aws

(Mistway: Sourange - Wildlands,swamp of King Crocodile two way100% reliable to the Wildlands, 20%reliable from the Wildland.

Conditional Mistway: Live humanneed to activate it both ways).

Discovered on slightly before thecoming of Sandover, this mistway hasbecome an almost revered pilgrimageto ailing Merrshaulki, to meet whatthey have come to consider the holyAvatar of their god, a thought KingCrocodile would find most amusing if it weren't for the live humans that theykeep bringing with them.

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The mighty ziggurat Temple of the GreatCrocodile is one of the wonders of the Landof Mists. Towering above the village its tiplies above the treetops and containing astaggering number of stones blocks. Everyvisible surface contains some kind of carvingdedicated to the Great Crocodile. Four

stairways lead up the ziggurat to the entrancethat leads down into the inner structure, atthe base of the South stair lies the ritual pitthat the captured soft skins are placed intoduring the ritual that makes them foreverslaves of the Merrshaulki. The upperchambers are built for low-level priests,while further down lies a large chambercontaining a large, realistic statue of theGreat Crocodile. Near this chamber is thechambers of Sandover and that of higherranking priest, below these chambers lie the

final resting place for mummified sacredalligators and those priests who have proventhemselves worthy.

S ouragne in theS ouragne in theS ouragne in theS ouragne in the S piri tSpir i tS pi ri tSpir i tW orldW orldW orldW orld

The horrors of Souragne's fetid swamps haveclaimed countless lives and the restlessghosts of these unfortunates now reflect the

disease-ridden nightmare from which theycould no longer escape from. Ghosts inSouragne may choose the following as theirspecial attacks:

Corrosive Caress (Su): With this horrificability, the ghost has the ability to channelthe minute dangers of the swamp around herand inflict a rust-like poison on anything ittouches. Any living creature hit by a ghost'sunarmed attacks must make a Fortitude save(DC 10 + ghost's hit dice + ghost's Charisma

modifier) or suffer the effects of a strain of tetanus (Incubation 1d20 days, Init dam 1d6Dex, Sec dam 1d6 Con). This disease is notsupernatural and could be neutralized withremove disease or any similar spell. Metallicweapons and creatures struck by a ghost'scorrosive touch suffer as if under the effectof a rusting grasp.

Death's Denial (Su): A ghost with thisability has an effective Spell Resistance

equal to 5 + its rank + its Cha modifieragainst any Necromancy spell targetedagainst it. Death's denial is always active, butthe ghost can turn this ability off and on as itwishes as a free action. Only ghosts of thirdrank or higher can acquire this ability.

Call of the Sun's Shadow (Su): For anumber of times a day equal to its Charismamodifier, a ghost with this powerful ability

can rebuke zombies, ghouls and otherWalking Dead; this ability is similar to theturn undead ability of a cleric, but the ghostturns the Walking Dead as a cleric half itsHit Dice. Additionally, once a day, the ghostcan automatically destroy any one of theseturned undead; this ability is similar to thegranted power given by the Sun clericdomain.

Only ghosts of fourth rank or higher canacquire this ability.

E vi l V oodans and Z ombieE vil V oodans and Z ombieE vi l V oodans and Z ombieE vil V oodans and Z ombie

C reationC reationC reationC reationZombies are an important part of localSouragnien folklore. While most voodanpriest are benevolent, the dark oriented onesare feared: they are known to threaten people

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of bringing them -someone dear to them-back to eternal unlife as a zombie slave. TheLord of the Dead in Souragne is also know touse similar necromantic powers. The evilvoodan priests of Souragne became masterson the creation and uses for obedient dead.Zombies are fairly easy to create and are

found all over the Dread Realms, but it is inSouragne that the most evilly refined uses of zombies are found.

These are some the observed powers of evil voodan priests regarding obedient dead:

Bigger pile o' bones (Sp): Creation of "normal" zombie, as the animated dead spell- but in higher number. They add theirvoodan level to the number of hit dice of zombies created.

No bone brained zombies (Su): Zombie

with higher intelligence: when the voodanlevel is higher then 5th, these zombies areoften more intelligent then their ordinaryuntelligent cousins: the chance is 5% perlevel (up to a maximum of 60%) and thesezombies have an intelligence score of 3-4(voodan of 5th to 8th level), 4-5 (voodan of 8th to 12th level) and 5-7 (voodan of 13thlevel and up). These zombies are known touse basical battle strategies, and canunderstand more elaborated commands, likea trained animal would. See the Van

Richten's Guide to the Walking Dead onpage 25 for more on intelligence.Speak with the dead (Su): A voodan

priest raising a corpse as a zombie can askquestion about something the zombie knewwhile it was alive (location of treasure,password, witness information, etc.), as theSpeak with the Dead spell. If the spirit wouldnormally be uncooperative, the Will DC saveto resist is increaded by a penalty of half thevoodan caster level (rounded down).

G eneral notes on "normal" zombiesG eneral notes on "normal" zombiesG eneral notes on "normal" zombiesG eneral notes on "normal" zombiesThe condition of the body isn't reallyimportant but at least 75% of its flesh andorgans should be remaining on the corpse fora zombie to be created; otherwise, it's askeleton that will be animated. The corpsecan be freshly dead or in an advanced stateof putrefaction. The corpse's rotting process

is greatly slowed but not stopped: a zombiecan rot nearly forever.

A ppearance and B iologyA ppearance and B iologyA ppearance and B iologyA ppearance and B iology

A zombie is a horrible sight, usually withpale gray skin (the color of rotting meat) andmany blood red holes or bruises are seen onthe skin. Its eyes are dead and not alwaysfocused front. Many have worms and otherinsects crawling on/in their rotting flesh.

Several zombies (20%) are created fromless than perfect bodies, as seen in thefollowing table (roll d10):

Also, zombies that have been in battlebefore are often maimed, as are zombiescreated a long time ago (20% chance perbattle, or for every 5 year of existence: rolld10 on previous table).

The rotting meat stench of zombies canusually be detected from a distance of 100

feet, and possibly more if a wind carries it inthe right direction. However, except intropical places, zombies tend to dry, and thestench decreases by 10 feet for each year toa minimum of 30 feet. In some very silentplaces, the noise of carrion flies feeding onthe zombie's decaying flesh and fluids canalso be heard from a distance.

Zombies can see in the direction they arefacing, up to the maximal human range.They have the normal hearing sense as theyhad in life. Zombies do not breathe. So the

legend of zombies madly burrowing fromtheir grave through the ground to fill theirlungs with air is, well, just a tale. Even if they are flesh creatures, they do not need toeat or drink to survive as most biologicalfunctions have stopped.

1-3 Missing hand (one attack every two rounds)

4-5 Missing arm (one attack every two rounds)

6-7 Missing feet (move diminished by 50%)8 Missing leg (move diminished by 90%)

9 Missing large part of head (possible hearing orseeing problem)

10 Missing large part of the trunk (no penalty)

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P sychologyP sychologyP sychologyP sychologyZombies are mindless automatons, beinglittle more then walking corpses. However,they understand more complex orders thenthose understood by skeletons : up to 12words per command. Usually, zombies donot speak; they often mutter guttural soundsor simple syllables, especially when theycan't finish their ordered task.

The first time a zombie encounterssomeone it knew in life, there is a 20%chance that the zombie's dead brain willreact to that person's presence and have somekind of reminiscence that makes the zombieact horribly. The zombie will then say or dosomething very meaningful to that person.An ex-lover might try to embrace, a sonmight ask his father to go fishing, a zombie

child tries to get in his parent's arms, etc. Ahorror check should be rolled for the subjecto fthe zombie's attention.

S ouragnien zombie templateS ouragnien zombie templateS ouragnien zombie templateS ouragnien zombie templateThe most horrifying powers of the evilvoodan priest are the creation of zombieswith their minds still attached to the body.These Souragniens zombies are not mindlessautomatons, and they are trapped in their

slowly rotting body! The Lord of the Dead inSouragne has many of these obedient deadworking for him in his plantation.

These special zombies have to be createdwithin 48 hours of the person's death and thecorpse should be whole for a Souragnienzombie to be animated. A voodan needs tobe at least 8th level to create a Souragnienzombie, and can do it only once per month.The full process takes 24 hours.

One such zombie is created at a time, and

only the voodan priests know the creationprocess. These voodan priests claim to have"magical formulas" and alchemicalpoisonous concoctions that they put in thecorpses's mouth. The head is needed for aSouragnien zombie to be animated.

If someone alive was to drink thiszombifying concoction, the Will DC to resistits effect is 8 plus the voodan level of thecaster. A failed save means the person falls

completely and for ever under the voodancontrol, and upon this person's death, thisperson rises as a Souragnien zombie. Theonly way to break this strong enchantment isto kill the voodan and get a remove curse; orwith a high level spell such as Miracle orWish.

C reating a S ouragnien Z ombieC reating a S ouragnien Z ombieC reating a S ouragnien Z ombieC reating a S ouragnien Z ombie"Souragnien zombie" is an acquired templatethat can be added to any corporeal creature(other than an undead) that has a skeletalsystem (referred to hereafter as the basecreature). This is adapted from the SRDzombie template.

This template is a different from othertemplates as it is modified with time. As timego by, the brain of the Souragnien zombie

becomes less and less effective and its bodyrots. To simulate this, the time steps whenmodifications to the template should bemade are:• The first three days of "creation": the zom-

bie appear to be alive, but body is some-what stiffened. All body functions stillwork, but are slowed. Zombies recentlyraised could eat or drink, but without appe-tite. Importantly, they do not always knowthey are dead, as voodan priests often lie to

the recently "awakened", telling them theyhad an accident, a fever, an illness, fell intocoma, etc. or that someone tried to murderthem in their sleep.

• After four days of creation. After thatdelay, the bodies start to smell and theirdecay starts. Body functions have com-pletely stopped.

• Next to other full moon after creation(between 24 to 52 days after creation); and

• Each "anniversary" of creation. Their mind

becomes more and more numb.Size and Type: The creature's type

changes to undead. It retains any subtypesexcept alignment subtypes and subtypes thatindicate kind. It does not gain the augmentedsubtype. It uses all the base creature'sstatistics and special abilities except as notedhere.

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Hit Dice: Raise the Hit Dice to d12s, up toa maximum of 10 Hit Dice (remove Hit Dicein excess).

Speed: If the base creature can fly, itsmanoeuvrability rating drops to clumsy.

Armor Class: Natural armor bonusincreases by a number based on the zombie's

size:

Base Attack: upon creation, a Souragnien

zombie has a base attack bonus equal to 2/3its Hit Dice (round down).Next to other full moon after creation:

change this base attack bonus to ½ its HitDice.

Attacks: A zombie retains all the naturalweapons, manufactured weapon attacks, andweapon proficiencies of the base creature. Azombie also gains a slam attack.

Damage: Natural and manufacturedweapons deal damage normally. A slam

attack deals damage depending on thezombie's size. (Use the base creature's slamdamage if it's better.)

Special Attacks: A zombie retains all of the base creature's special attacks.

Next to other full moon after creation: aWill DC 12 should be rolled for each specialattack ability; failure means the ability hasbeen forgotten or the Souragnien zombie isno longer able to do it.

Each "anniversary of creation": again, aWill DC 14 should be rolled for each specialattack ability; failure means the ability hasbeen forgotten or the Souragnien zombie isno longer able to do it.

The following modification applies to allWill checks: Extraordinary ability (+3

bonus), Spell-like ability (-3 penalty),Supernatural ability (-1 penalty).In the case of spell casters, or class attack

physical abilities, this Will check should bemade for each spell and ability separately.

Special Qualities: A zombie keeps mostspecial qualities of the base creature, exceptthose relying on a good alignment (ex:paladin power of smite evil, or magic circleagainst evil).

Next to other full moon after creation: A

Will check should be rolled for each specialquality relying on improved senses (DC 10,ex: darkvision, tremorsense, etc.) or magicabilities or magic state (DC 15, ex: summonfamiliar, protective aura, change shape,telepathy, etc.); failure means the ability hasbeen forgotten, or the Souragnien zombie isno longer able to do it.

Each "anniversary of creation": asprevious, but the DC is 14 and 18respectively.

A similar Fort DC 12 check is made foreach "physical" special qualities (Damagereduction, immunities, vulnerabilities, etc.).

Also, on a failed Will DC 15 check, azombie gains the following special quality.Single Actions Only (Ex): Zombies havepoor reflexes and can perform only a singlemove action or attack action each round. Azombie can move up to its speed and attackin the same round, but only if it attempts acharge.

Saves: Base save bonuses are Fort +1/3HD, Ref +1/3 HD, and Will +1/2 HD + 3.

Abilities: A zombie's Strength increases by+2, its Dexterity decreases by 2, it has noConstitution score. Remove 1d2permanently from Intelligence, Wisdomscores, and 1d4 from Charisma score.

After four days of creation: Will DC 10 orremove 1d4 permanently from Intelligenceand Wisdom scores (down to a minimum of 

Tiny or smaller +0

Small +1

Medium +2

Large +3

Huge +4

Gargantuan +7

Colossal +11

Fine 1

Diminutive 1d2

Tiny 1d3Small 1d4

Medium 1d6

Large 1d8

Huge 2d6

Gargantuan 2d8

Colossal 4d6

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3). Remove 1d6 to Charisma score (down toa minimum of 1).

Next to other full moon after creation andeach "anniversary of creation": Will DC 10or remove 1d4 permanently fromIntelligence and Wisdom scores (down to aminimum of 3); Will DC 20 or remove 1d10

from Charisma (down to a minimum of 1).Each time, make the needed change to

abilities, skills, etc. For example, if aSouragnien zombie's dexterity falls below15, it can't use the Two Weapon Fightingfeat anymore.

Skills: Upon creation, a Souragnienzombie keeps all skills it had in life.

After four days of creation: Knowledgecheck DC 8 (Int) when trying to use a skill.Failure means this skill can't be used in the

next 24 hours. Keep a note of the failedcheck: after three failures, a skill iscompletely forgotten. Roll separately foreach skill.

Next to other full moon after creation: asprevious, but check DC is 10.

Each "anniversary of creation": asprevious, but check DC is 12.

Feats: Upon creation, a Souragnienzombie keeps all the feats it had in life(unless a diminished ability score is lower

then the minimum needed), and it gainsToughness.Next to other full moon after creation and

each "anniversary of creation": Will DC is14 or loose the feat. Roll separately for eachfeat.

Environment: Any land and underground.Organization: Any.Challenge Rating: upon creation its CR is

roughly 0,8 to 1 with Hit Dice (a 10 Hit DiceSouragnien zombie is CR 8 creature).

As the Souragnien zombie starts to "loose"fighting and casting abilities, graduallydiminish its CR down to the "normal"zombie minimum, as follows:

Treasure: As base creature had upon itsdeath (minus what the voodan kept forhimself!).

Alignment: Always neutral evil.Advancement / Level Adjustment: N/A

F inal notes on S ouragnien zombieF inal notes on S ouragnien zombieF inal notes on S ouragnien zombieF inal notes on S ouragnien zombie

When an evil voodan creates a zombie of that kind, the sorcerer has two optionsregarding the control he will exert on thezombie; full control or no control at all:

Full control: the priest possesses a voodandoll of the deceased person, made with theperson's blood and hairs. With it, the voodanpriest has a mental link with the zombie andcan control it at will. The control is in factsimilar to what vampires have on theirspawn: the zombie realizes its condition, butit can't resist his master's orders and thezombie will never hurt the voodan priestwillingly. This eternal control is whatSouragniens fear most.

No control at all: as most of these do notrealize they are dead, the uncontroledzombie will usually resume its task as if nothing ever happened: try to take back itsformer place in a family, at work, etc., to thehorror of those who see the person back andundead… If this option is chosen, the voodanpriest can't choose to control it later.

Hit Dice Challenge Rating

1/2 1/8

1 1/42 1/2

4 1

6 28-10 3

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K nowledgeK nowledgeK nowledgeK nowledge

Upon creation, a Souragnien zombie keepsall knowledge it had in life.

Next to other full moon after creation:Knowledge check DC 8 (Int) when trying toremember a fact it knew in life. Failure

means this knowledge is gone from thezombie's brain (the DM should take note of these "forgotten" knowledge and usecommon sense to judge tries to recall similaror related facts). Roll separately for each"fact".

Each "anniversary of creation": asprevious, but check DC is 12.

S alient abi l i t iesS alient abi l i t iesS alient abi l i t iesS alient abi l i t iesAt DM's choice, most salient abilities for

obedient dead from the Van Richten's Guideto Walking Dead (chapter two) can be addedto these special zombies. Also, the appendixof this book (page 104) details "voodanzombies", undead that are quicker and morecunning, like ju-ju zombies.

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A nton M isroiA nton M isroiA nton M isroiA nton M isroiD arklord of S ouragneD arklord of S ouragneD arklord of S ouragneD arklord of S ouragne

Male human Zombie Lord; Ari 5 / Sor 5 / Brd 3

Basic stats: 13d12 (84 hit points), LE, CR 15

SA: see combat SQ: undead traits, see combat

Str 17, Dex 18, Con -, Int 16, Wis 8, Cha 22

List of feats should include: Dancing Bones

Sorcerer spells known - necromantic only.Special, see under "special attacks"

Bardic spells known (the casting of thesespells must be sung or danced):

0 - Dancing Lights, Ghost Sound, Lullaby1 - Disguise Self 

The Lord of the Dead, Anton Misroi appearsto be a handsome human in his mid-thirties,tall with shiny black hairs slightly curling atthe back. His manners and preferred clothesidentify him as an old-fashion aristocrat.

One often has the impression that Anton isrepressing excitement when meeting newpeople, especially women. He is a man thatloves the company of the fair sex, especiallyif they have the wit and charm to entertainhim. He sees them as a challenge, makinghim a perfect gentlemen in their company:

very gallant and looking to please them withgifts and good words.

In his conversation Misroi is always politeand often philosophical, especially abouthuman struggles with life and death. He isoften impassive, witty, tongue-in-cheek, butalways in control of the situation and makessure his guests understand that this charminggentleman is actually in control of their fatetoo. However, when provoked or insulted, hewill swiftly destroy the object of his rage.

B ackgroundB ackgroundB ackgroundB ackground

Anton Misroi was born the son of a wealthyplantation owner. Spoiled as a child, Antonand his elder brother were always incompetition for their father's attention. Bothwere charming children and they were thesubject of many words of praise by the adultsaround them.At twelve Anton had a fit of rage against his brother and pushed him in a

swamp infested by alligators. Hearing thechild's cry of horror, workers came but it wasmuch too late. Anton's brother has beenkilled.

Horrified at what he had done, Anton fellinto dumbness. During this period in bed, heheard people expressing their horror atAnton being a witness to this horribleaccident. Feigning sleep, Anton felt twoexhilarating emotions: he was thrilled thathis bad action wasn't seen or suspected andhappy of his manipulations of the adults'emotions. But more troubling was that Antonwatched his brother get devoured by thereptiles with secret glee. He was fascinatedby the memory of his brother's eyes lookingat him while his face showed pain and shock.

The rest of his spoiled childhood passednormally. In his adolescence Anton learnedto ride horses. He loved to push them closeto their limits. He also loved cock fights,

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especially to see these animals in furyshedding each other's blood with the razorblade attached to their legs. It gave Anton ahigh level of secret exaltation.

He married when he was a young to arefined and educated woman, Nicole, thedaughter of a rich tailor. That he was married

didn't prevent Anton from looking at otherwomen and his wife sometimes waited forhim to come home until dawn.

Anton became a minor practitioner of aform of bardic magic called "spellsinging",casting involving either singing or dancing.He never became an expert in this type of magic but his love of dancing had adefinitive influence on his future magicalstudies.

Charm and intelligence were used by

Anton to rise in local politics. He was alwaysin company of the elite and soon he was asought-after adviser. He once had to advisein a case of a local band of minor ruffiansand bandits. The leader of the ruffians was abeautiful woman of colour named Nanaeathat he easily charmed to bed.

For Anton, wild horse rides and cock oralligators fights were no longer enough. Heused excuses to justify kidnapping atroublesome shop owner. They rode to theswamp and gave him the infamous

"Souragnien burial": thrown into the swampto be. Anton watched until there was nothingleft.

In the following years, Misroi killed manythis horrible manner. He eventually ran outof political enemies but it didn't stop him: inthe end he and Nanaea's thugs weresnatching random people at night for thisgrisly fate.

Meanwhile, Nanaea slowly planted seedsof doubt in Anton's head about his wife's

fidelity. Anton could not really believe thathis dull wife was having an affair, but theidea troubled him. Nanaea was in factmanipulating Anton to abandon his wife sothat she could move into the plantation mainhouse and live like a lady of upper class.

One day, Misroi came home early and inthe garden, he found his wife in the arms of aneighbouring plantation owner. While shewas actually weeping about her unhappy life

while the gentleman comforted her, Misroiquickly denounced them as lovers. With atriumphant Nanaea and her ruffians, Antonhad both of them thrown in a patch of quicksand barely deep enough to cover aman's head.

Nanaea and the other ruffians left Anton

alone to watch the pair slowly drown. Underthe full moonlight he played a sinister gameof conversation cat and while they wereslowly sinking. He told them that if theyadmitted their "relations" Anton wouldthrow them a rope. Sometimes he actuallydid throw them the rope but always a footshort. Since the "lovers" had nothing toconfess, Misroi ignored their pleas of mercyand let them drown while entertaining themwith the vanity of human life and death andsimilar philosophical topics. At one point,

the man told Anton's wife to climb atop himwhile he went under. When he was sure theman has died, he said that this was a proof of their love and then used a pole to push her in.With her last breath, his wife cursed him buthe laughing in her face.

When she had disappeared, he sat on a logto enjoy a few gulps of strong brandy. Theswamp suddenly went very quiet. Then themurdered pair arose, grabbed Anton by hiscoat and dragged him in the quicksand to die.

Horrified, Anton yelled to the sky "I don'twant to die! Don't let me die!" while hedrowned. Something heard his plea andAnton found himself able to escape thequicksand. Days had passed. Anton's fleshwas bloated with water and his skin swollenand bloody from the nasty bites of insects.His horse ran away from his approach.

Panicking and far from understanding whathappened, Misroi slowly walked back to hisplantation to see the road seemed nowmerely a path through the swamps borderinghis plantation. Animals seemed to shun him.

Seeing a "monster" coming out of theswamp, the workers of his plantationattacked him and drove him back in theswamp. Looking at his image mirrored in thewater, he saw he had become a hideouscreature - one of the living dead.

Near mad at this horrible turn of event,Anton wandered the swamp angrily for

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years. He spied the workers of his plantationand also people living in towns and villageseast of the swamp. He was alsodumbfounded when he realized the miles of countryside had disappeared into mists. Heeventually considered the swamp to be his"land" and killed most humans found

trespassing in it, especially his formerworkers. He quickly discovered he was ableto raise those he killed as zombies. Hequickly became the legendary Lord of theDead.

One day he found an island in the swampinhabited by a plant-like woman. TheMaiden of the Swamp was horrified of Anton's fate and thought he was a fey-likecreature like her, but who hadn't yet beenconnected with the land. Over a period of two years, she helped him learn the powers

found in nature's essence.Anton manipulated her during all this time.

The Maiden was more than happy to attemptto help, whom she believed was sufferingwrongly. She could not even consider Antonto have an evil soul leaning towarddestruction instead of life. She taught Misroiby showing him the energy flowing aroundlife and death and how to manipulate thoseforces through dance or rituals with the land.He told her his secret wish was to regain his

appearance, his humanity, and she showedhim how to use nature's positive weave of energy to make himself appear human again.

While learning from the Maiden, Antonalso expanded his necromantic powersthrough experimentation. Since the Maidencould not leave her island, he could keepthese tests secrets from her. When theMaiden learned that Anton had notabandoned his fascination with necromanticpower, it was too late. Anton's inner powerwas so great he was the undisputed master of 

Souragne and the Maiden was simply "thatannoying moss creature." The year was 645and Anton regained his humanity.

His first move was to regain his plantation;he killed his former workers and raised themas zombies. He was satisfied that theservants he was creating now kept theirknowledge and craft.

However, the power rituals he made withhis land to get these new abilities had adrawback: Anton found he couldn't leave theswamp anymore. As the Maiden was limitedto her island, Anton was no longer able towalk the land: solid land was as quicksand.

Since then, Anton's power has grown, to

the point where he may alter Souragne’sgeography at will. He has felt powerstugging his island toward others but he hasbeen able to resist these forces. Since itsappearance in the Demiplane of Dread,Souragne would surely have melded withother islands or the Core if not for Anton'sabsolute control and desire for isolation.

A nton's C urseA nton's C urseA nton's C urseA nton's C urseAnton can't walk on the solid ground

of Souragne. For him, crossing fromMaison d'Sablet to solid ground is like jumping into quicksand, "drowning"him within seconds. Anton then exitssomewhere else in the swamp (see theMaster of the Swamp ability) but hisappearance changes to that of a bloatedzombie corpse similar to when he firstexited the swamp in the year 635. Thisis something he loathes. He is forced tokeep this bloated-corpse appearanceuntil the next full moon.

While he cannot access most of theEastern dry part of Souragne and a fewislands within the swamp (theMaiden's isle and some other) he canwalk the marshy land in the South of Souragne where his plantation islocated, but he prefers to travel theseareas on horseback.

During rain seasons or theinundations, where the ground is verywet, Anton Misroi's is able to travel on

"dry" land. However, his travel onthese soaked lands have to be made onhorse's back, he still cannot touch theland. Anton then haunts the towns atnight, usually on a zombie horse, neversetting his foot on ground. Souragnienwhispers that "Death rides in the rain."When it pours many Souragniensrefuses to go outside.

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Anton enjoys a quiet existence in hisplantation. The Manor house's appearancehas declined over the years and is in need of maintenance, but Anton finds a certaincharm to it. While he cannot leave the

swamp, Anton is able to learn much of whatis taking place on the land. Usually, he is justan observer of the, but sometimes wishes toplay a part or desires to meet some he thinkare worthy of his attention.

He will then attract them in the swampwhere he meets them in person under theguise of an old fashion gentleman. Thesepeople receive invitation to meet him at hisplantation, or sometimes hear strange drumsin the swamp to lure them to his plantation.

His inability to walk on the land frustrateshim from again being part of the upper crustof society. Anton likes wine and fine cuisinebut is rarely able to entertain guests atMaison de la Détresse.

Anton is not as bloodthirsty as before hebecame a darklord, but he loves to share thisexcitement at watching pain and sufferingwith those he think will appreciate it.Activities like riding a horse to its death,watch cocks or other animals fight or atrapped animal gnaw at its leg to release

itself from a trap.Anton has a unique power: he is able to

make his spirit leave his body and travel tothe other lands. He is able to observe what isgoing on in these places and he does not likewhat he sees out there. In his opinion, theother domain rulers are not sophisticatedenough to fully enjoy their condition orsimply too single-minded. They are foolsunable to escape their curses as he has andunworthy of respect. They confirm his

choice to keep Souragne isolated.Anton Misroi had made sure Souragniensknew of the laws he proclaimed. But mostSouragniens know him as the Lord of theDead and are unaware of his real name. Thefirst edict is that newly dead bodies are to beleft unburied and unmaimed for four days, incase his whims lead him to raise them aszombies. The second is an interdict on thepractice in Souragne of any kind of magic

other than necromantic or healing. WhileMisroi doesn't know when this ban istrespassed, he has many informers (bothhumans and undead) who would tell him of the culprit spellcaster. In fact, this ban issomething that has been enforced few timesin the last decades, but always with horrible

consequences to the offender.Examples of punishments meted out tothose practicing forbidden magic, Anton hassometimes had the caster tied to a zombie bya cord passing over an alligator infestedpond. The zombie stands on the oppositeside of the pond and begins moving awayfrom the pond. After long hours of struggle,the dead wear the victim out, and drag him tohis grizzly demise in the pond. This fate of the spellcasters was made well known to theSouragniens and it is rumoured that this

caster is now serving Misroi as a horriblymaimed zombie.

Misroi feels secure that no one practicingnecromancy can really challenge his power,but he is not as confident about the otherbranches of magic, which he does notunderstand. With this ban, he makes surethat outsider spell casters are shunned by theSouragniens and denounced. People withoutscruples who want to destroy an enemy havebeen known to spread false rumours, making

sure that the Lord of the Dead hears aboutsomeone practicing forbidden magic.Even with all his limitations, deep inside

him Anton is convinced he cheated his fate.He survived death and beat the Dark Powers.He restored his humanity, regained his oldlife and learned necromantic power morepotent than his wildest dreams. He sneers atthose other lords he sees through his wateryscrying and their pitiful attempts to freethemselves of their curses, they are beneathhim.

But deep down he knows this is a lie. TheDark Powers remind him of this. Every timehe allows himself to become complacent andforget -just for a moment- that he is a deadman dressing up as a mortal, he is painfullyreminded. Often he wakes to a horriblestench, his bloody and sticky skin releasing afoul odour of decayed and rotting flesh. Thisstench and the decaying blood and flesh on

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his skin are only removed by bathing in purerain water that needs to be thrown awayafterwards.

The Dark Powers are nothing if notcreative and continually remind Misroi of hisinhumanity with a myriad of reminders, bothblunt and subtle.

C ombatC ombatC ombatC ombat

Anton Misroi has unique powers that makehim a kind of overlord to the zombie lordcreatures (see Denizens of Dread). In combathe is extremely dangerous as his fury usuallyquickly changes to excitement where hebecomes refined and cruel in his attacks.

All these abilities function as if cast by an18th-level necromancer.

S pecial A ttacksS pecial A ttacksS pecial A ttacksS pecial A ttacksAnton's Dance of the Dead (Su): By

dancing, Anton can cast any necromanticspell (arcane, divine, or turn undead) throughAnton's dance of the dead. One spell perround. Using this ability oftyen causes hisappearance to change to a capering zombiein the clothes of a gentleman for the time ittakes him to cast the spell.

Anton Misroi can share this power withanyone should he wishes to teach it, but

these enlightened persons cannot teach itthemselves. This acquired power is limitedto one necromantic spell effect, or turnundead attempt, or the spell Danse Macabre(from Van Richten's Arsenal). Thoseattempting to use this power also appear asskeletons or zombies while they dance. TheDC to succeed in casting (dancing) Anton'sdance of the dead is charisma based (DC 14).If they fail, the effect is horrible: they aretransformed into Souragnien zombies (foronlookers, they keep the undead appearance

they took during the dance). If the rolled DCis 13 on the dice, the spell affects everybodylooking at the scene, friend or foe, in a radiusof 150'.

Awaken the Dead (Su): see Denizens of Darkness under "zombie lord", but with a18th level effect.

Reach of the Grave (Su): Once a month,when someone has wronged him or simply

when he wants someone's attention, Antoncan send curses and messages with anunlimited range. This power even reachesoutside the borders of Souragne, but not in adomain where the darklord has closed hisborders. Anton needs something like a pieceof clothing or bits of hair, skin, fingernails or

blood.The "curse" Anton usually prefers to sendis having a zombie visited the target of thisability. It acts like a summon undead spellwith a radius centered on the victim. If thereis one within three mile of the target, notunder control of other entity, this zombiewill slowly walk to the target. It will notattack him but instead try to hug and kiss thetarget for a minute. After that the targetknows he has been sent a "gift" by AntonMisroi. Oftentimes they hear a specific

message up to 20 words. The zombie returnsto its normal behaviour when finished.

Zombie master (Su): see Denizens of Darkness under "zombie lord", but with arange covering all Souragne.

Zombify (Su): see Denizens of Darknessunder "zombie lord", but 6 times per day

S pecial qual it ies:S pecial qualit ies:S pecial qual it ies:S pecial qualit ies:

Master of the Swamp (Su): This isAnton's most powerful ability, making it

nearly impossible to destroy him. Anton iscapable of blending into the swamps simplyby merging into a tree or also sinking intothe swamp within seconds as if he wasethereal. Doing any of these actionsimmediately restores him to full hit points.

This ability also allows him to travel fromplace to place anywhere in the swamp (anability similar as the druidic 6th level spellTransport via Plants) or transfer his mind toany corpse (humanoid or animal) within theswamp. The flesh and bones of that bodytransforms to take Anton's body appearance.

Speech of the Dead (Su): see Denizens of Darkness under "zombie lord", but withoutany limit to what Anton can learn from thedead spirit.

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Anton's plantation is "Maison de la Détresse,alarge plantation now bordered by swampson all sides. A couple more-or-less hiddenpaths leading to Maison are the only meansof entrance.

Zombie workers toil there night and day,maintaining the crops, horses and cattle forAnton's pleasure and guests. These zombieswill not fight to defend the plantation unlessattacked, but will immediately alarm Antonof visitors.

The wooden home stinks of stale air and isold but its walls and floors are still solid. Ithas two stories and is built on poles. Whileeverything is endlessly maintained clean bythe zombie servants, it is old and in need of 

major repair. The paint on the walls is oftenchipped, floors are covered by water-stainedcarpets, and light come from old cobwebbedchandeliers. In the salon, a well maintainedfireplace struggles with difficulty to lowerthe damp humidity. Eerily, a few of thedrawings on the wall sometimes appear tomove.

C losing the B ordersC losing the B ordersC losing the B ordersC losing the B orders

People can't leave the island if Anton wishes

it closed. People entering the Mists findthemselves back in Souragne after havingwandered for a few minutes.

D read possibil i ty - A nton's S ketchesD read possibil i ty - A nton's S ketchesD read possibil i ty - A nton's S ketchesD read possibil i ty - A nton's S ketchesAnton owns about a dozen magicalframes. It's unknown who created these.Similar in ways to a Mirror of LifeTrapping, any creature Anton holds andpresents the frame to while saying the

commend word must make a DC 23Will save or be trapped within theframe. So far, the command word isonly known to Anton and those trappedwithin. Victims trapped in the framesare conscious and see the room wherethe frame is hung.

When a creature is trapped, it is takenbodily into the frame. Constructs andundead are not trapped, nor areinanimate objects and other nonliving

matter. A victim's equipment (includingclothing and anything being carried)remains behind. The same commandword frees the trapped creature. Eachcommand word is specific to eachprisoner.

Those looking at the frame see a wellmade pastel sketch image of this personin various positions, in the locationsimilar to where they were trapped inthe frame. A Spot DC 18 will showonlookers that the person in the frame is

slowly moving. Some people can passmessages to frame onlookers throughbody language, signs or writings.

Anton currently has about ten personstrapped in these frames. One of them isa crying woman appearing seated on adesk. When given the opportunity, shewill write "Help me" or "Set me free"on the desk before her. She has beenthere for so long nobody but Antonremembers her anymore. Another

frame contains an arcane spell casterthat offended Anton. This frame wasthrown in the swamp in a place knownonly to Anton. Other frame's content isleft to DMs.

Strong abjuration; CL 14th; CraftWondrous Item, imprisonment; Price80,000 gp; Weight 10 lb.

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TheTheTheThe M aiden of the S wampM aiden of the S wampM aiden of the S wampM aiden of the S wampFemale dryad (Loa); Druid 8th

Basic stats: 4d6+8d8 (86 hit points), CG, CR 10

SA: spells SQ: see below

Str 10, Dex 15, Con 17, Int 10, Wis 16, Cha 16

The shy Maiden of the Swamp is a six feettall thin fey-like woman, with pale greenskin, large emerald eyes, and white-greenhair. Her robe is made of leaves and vines

and her feet never completely leave theground when she walks. Finally, her handsappear wooden and her fingers are twigs-like.

This enigmatic dryad has always beenrooted to Lac Noir, and was revered as abenevolent loa before the creation of Souragne. However, her memory is faultyand she doesn't remember much of the erabefore the year 635.

She was fooled by Anton Misroi to teachhim nature spells and things he wasn't meantto know. Realizing her mistake, she hid fromall sentient being from dry lands for a longtime, until Larissa Snowmane came to herisland. Seeing goodness in her heart, andsure Larissa's cause was worthy againstnecromancy, she awoke the druidic powersin her. This success in her teaching healedthe shame of having been fooled by Misroi.

The Maiden of the Swamp sometimestakes apprentices, but she chooses themcarefully: good heart for healing without anda devotion to protect nature.

The Maiden is unable to leave her island inthe middle of Lac Noir. This island is abouthalf a mile long by about 400 hundred feetwide and heavily forested. Due to the dryad'saura, there is no monstrous creature on thisisland although many animals live there toget the Maiden's protection. She avoidsAnton Misroi and has never seen her sincethe time she was teaching him.

Now raised to loa level, many Souragnienpray for her healing blessing. Being

connected to the land in a unique fashion, theMaiden knows much of the plane (treat asKnowledge (Planar): 8 ranks).

The best way to petition her directly is tosend her a message through a bird or anyother animal (speak with animals). OtherSouragnien simply travel to her island andtell aloud the tale of their problems and howthe Maiden of the Swamp could help them ortheir cause. If she is moved by the petitioner,

TheTheTheThe M aiden's C hil drenM aiden's C hildrenM aiden's C hildrenM aiden's C hildrenThe Maiden of the Swamp is a force

of the nature, and she emanates anenergy that affects all the swamparound her. But as everything in the

Land of Mists, her "aura" issometimes corrupted and distorted in away to generate horror: sometimes,people who die in Lac Noir are bathedby these corrupted nature energies.

These individuals rise again fromdeath, but not as zombies. Theybecome a strange kind of elementalmud creature. Their bodies appear aswhen they were alive. Their mind isinsane and they quickly turn to foulmud when killed. Use Mudman stats

(from Tome of Terror), except forphysical description.The Maiden of the Swamp knows

about these creatures, and it pains her.

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the Maiden will appear to them. However,since her fiasco with Anton Misroi, she nowasks many questions before getting involved.

Spell-Like Abilities: 8th level druid spells,plus:

At will-entangle (DC 20), speak withplants, speak with animals, tree shape; 3/ 

day- charm person (DC 15), deep slumber(DC 17), tree stride; 1/day-suggestion (DC17). Caster level 12th. The save DCs areWisdom-based except entangle (Reflex).

Lac Noir (Su): The Maiden is bound to asingle dry island in the middle of Lac Noir. If she wants to hide, she can merge in theground or in a tree for as long as she wants.The tree or ground where she hides doesn'tradiate magic.

Wild Empathy (Ex): This power workslike the druid's wild empathy class feature,except that the Maiden has a +8 racial bonuson the check.

This NPC is featured in the novel Dance of the Dead and described as a loa in the 3rdedition Dark Tales & Disturbing Legendsaccessory.

L arissa S nowmaneL arissa S nowmaneL arissa S nowmaneL arissa S nowmane

Female human; Druid 6Basic stats: 6d8 (51 hit points), NG, CR 4

SA: spells SQ: see description

Str 12, Dex 18, Con 15, Int 13, Wis 17, Cha 18

List of feats should include: Dancing Bones

Signature Possessions: Anton's riding crop(whip becoming a lashing viper whenactivated: 1d2 damage, poison DC 16, 2d6

Strength.)Larissa Snowmane is a middle age woman of rare beauty. Her icy blue eyes and flowinglong white hairs increase her natural grace.Her uncle raised her from childhood to be adancer on La Demoiselle du Musarde, apaddleboat show theatre.

However, during a stay of the paddleboatin Souragne, she discovered her uncle's evilsecret plans with the help of her feu folletlover Willen. Using the aid of a sinister

necromantic wizard named Lond; he plannedto turn all personnel of the showboat intosubmissive zombies. In order to thwart heruncle's evil actions, she met the benevolentMaiden of the Swamp. The fey taught herhow to harness her natural magical powers,transforming her from dancer to a specialspellcaster: Larissa can cast her nature-oriented spells normally or through dance(see the Dancing Bone feat).

Later, she also met the Lord of the Deadhimself who taught her a few things andunveiled her deep hidden fascination withlife and death. Her common points withMisroi about life, death and pain fascinatedher but she has now chosen to put them asidein her life and ignore those urges.

Satisfied about his pupil's inner strength,Anton also taught her the infamous Dance of the Dead, which was decisive in the battleagainst her uncle and Lond. However,something went wrong during theperformance of this difficult dance, and her

lover Willen was killed by its deadly powers.After defeating her evil uncle, she was

elected captain of the showboat by the otherentertainers. She renamed the boat RiverDancer and began to tour the domains of theCore and countless Islands and Clusters. Shesurely is one of the most traveled people of the plane.

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Many adventure hooks can be derivedfrom her travels and entertainmentpossibilities. Larissa could easily transportsome of the PCs on the River Dancer.

This interesting NPC is described in lengthin the novel Dance of the Dead and the 2ndedition Champions of the Mists accessory.

C aptain G uy B ourbonneC aptain G uy B ourbonneC aptain G uy B ourbonneC aptain G uy B ourbonneMale human afflicted were-crocodile Exp3/ Ari3: CR 6; Medium shapechanger (5ft. 7"tall); Hd 3d8+3d8, hp 35; Init +6 (+7 hybridform); Spd 30 feet; AC 12, touch 12, flat-footed 10 (hybrid form: AC 17, touch 13,flat-footed 14); Base Att +4; Atk + 6 melee(1d8+1/19-20, masterwork longsword) or +7ranged (1d10/x3, masterwork pistol), or +9

melee (1-8 +5/20, bite) or +9 melee (1-12+5/20, tail swipe); Full Atk +9 melee (1-8+5/20, bite) and +7 melee (1-6 +5/20, 2claws) or +9 melee (1-8 +5/20, bite) and + 8melee (1d8+5/19-20, masterworklongsword) as hybrid;

 As were-crocodile: (Lost Empires of Faerun, p 181); AL NG (NE); SV Fort +3(+6), Ref + 6 (+7), Will +6; Str 12 (20), Dex15 (17), Con 9 (15), Int 16, Wis 15, Cha 11.

Skills and Feats: Appraise (6) +11,

Balance (0): +2 (+3 as hybrid), Bluff (6): +8,Climb (0): +1(+5 as hybrid), Concentration(0): -1 (+2 as hybrid), Diplomacy (5): +11,Disguise (0): +2, Forgery (2): +5; EscapeArtist (0): +0 (+1 as hybrid), Gather Info (5)+5, Handle animal (0): +0, Heal (0): +2;Hide (5): +10 (+11 as hybrid), Listen (2) +6,Intimidate (8) +12 (+16 as hybrid), Jump(0): +1 (+5 as hybrid), Knowledge [nobility& royalty] (5) +8; Knowledge [local] (2) +5;Mv Silent (0) +2 (+3 as hybrid), Profession[sailor] (1) +3, Profession [merchant] (1) +5,

Ride (1) +3, Survival (2) +4, Swim (3) +4(+8 as hybrid), Search (0) +3, Sense Motive(5) +7, Spot (4) +8; Alertness, Skill focus(hide), Persuasive, Mercantile background(+2 Appraise & +2 one Profession); ExoticWeapon Proficiency (Firearms), Improvedinitiative Languages: Souragnian*, Mordentish,

Pharazian, Vaasi.

Signature possessions: noble outfit,masterwork pistol; masterwork longsword,masterwork dagger

B ackgroundB ackgroundB ackgroundB ackgroundGuy Bourbonne is seen by many to be the

embodiment of Port d'Elhour, an example of springing back from disaster. Guy narrowlyescaped with his life when one of theirfamily's merchant vessels, which Guy wascaptaining, was lured onto reefs rocks of thenorthwestern coast of Souragne by a gang of caliban bandits. Mistaking a placed beaconfor a lighthouse, the ship's helmsman hurledthe vessel onto the unforgiving rocks. Guyescaped, but with injuries from the leader of the gang of bandits, a hideously deformedcreature and twisted mockery of a man.

It was several weeks before Guydiscovered that the deformed monster thathad attacked them must have been a were-crocodile, infecting him with its curse. Guyhad always been frail and sickly, and theonset of the curse gave him health that hehad never known before. What distressedGuy most were the bestial urges the cursebrought to the surface. These urges typicallyinvolved killing and eating children.

Initially Guy tried to repress these urges,

but doing so led hideously violent rages eachfull moon, and several incidents which onlylarge amounts of money and"disappearances" of witnesses kept quiet. Toquell the beast within, he had constructed inthe basement of his house a special roomwhere children, either slave children,vagrants from the city streets, or childrenthat would otherwise not be missed, could betaken. The rest of the bodies of his victim arethen transported to the swamps where theywere sunk out of sight. These practices

meant that Guy could maintain a more stablepublic persona, and his position as a memberof the aristocratic elite.

Guy is always well dressed in the mustsumptuous of fashions, and always has asword at his side. His most distinguishingfeature is his left hand, always gloved, whichhe tries to keep in a pocket or under his coat.This hand was where his wound occurredthat injected the lycanthropic curse into his

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body. Unfortunately it is forever mutated andtwisted into the stumpy, scaled claw of acrocodile, which a padded glove helps tohide. Guy is extremely conscious of thisdeformity and will fly into a rage if it ismentioned.

M onsieurM onsieurM onsieurM onsieur M ensongeM ensongeM ensongeM ensongeMale human; Voodan* 16th

Basic suggested stats: 16d8 (104 hit points),neutral evil, CR 12

SA: spells, including Heart and Souls* andTouch of the Doppelganger*

Str 13, Dex 13, Con 15, Int 15, Wis 16, Cha 16

Feat list should include: Brew Greater Potion* *see Dark Tales and Disturbing legends

Monsieur Mensonge is a dark skinned manappearing to be in his late forties. Lookingyouthful and healthy, his hair is still blackand his quiet eyes seem to be constantlyappraising something.

Mensonge was born on a plantation nearPort d’Elhour. His parents worked hard fortheir wealthy plantation owner, as they knewnothing else. When he was young,

Mensonge saw his father die under a pile of logs, as a consequence of neglect from a

foreman. His father’s death forced hismother and two sons into deeper poverty,and many around them abused of thissituation.

When she was stuck by melancholy,Mensonge's mother sometimes told them of their parentage on her side with the past

grand Misroi bloodline, to put emphasis ontheir twisted current fate of poverty.At 17, disgusted by this sore existence, the

rebellious Mensonge fled to the south, wherehe met elders, who taught him of the healingand benevolent magic of the voodan. Hisfirst patron loa was Lethede, the Lady of Roads. However, in his early twenties, hishate of the caste system that imprisonedSouragniens into hard work and povertymade him listen favourably to another,darker loa. He heard his mother died adecade ago, but he has no idea of hisbrother's whereabout.

He now lives alone in a small abandonedplantation located near Maison d’Sablet, notfar from the town of Thibaut. Most people of Thibaut know of this location, and theyusually fear going there. Many snakes andswamp animals are free to roam thisproperty’s crumbles walls, menacing butactually not aggressive toward the rarevisitors.

Over the last decade, a few disappearancesin southern Souragne have been rumoured tobe Mensonge’s doing, but if it’s accurate, itseems the figures of authority are notundertaking anything against him. Peopleoften whisper about how MonsieurMensonge is seemingly above the law, andwhy are the authorities leaving him be.

However, his fame over potion brewingskills covers all of Souragne and manydesperate people seek his trade, sometimes

from outside the island. There seems to be nolimit to what kind of power or sorceryMensonge is able to distil in his expensiveflasks of coloured glass.

Mensonge’s secret patron loa isOhuwaghnn, the Serpent King, whomMensonge serves since a long time.Mensonge take for his Ohuwaghnn’ hatredof humanity and he also makes everything hecan to destroy civilized society. Mensonge’

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long term goal is the collapse of theplantations and everything that representslaw and order. By trickery, his divination,necromantic and transmutation skills areaiming to destruction, under well intendedappearance. Of course, he keeps his patronloa faith a secret, passing himself off as a

powerful, but otherwise ordinary, beneficialvoodan. When asked about his badreputation, Mensonge argue about the lack of respect of the populace toward voodans ingeneral.

His divination skills are accurate and fewsecrets are hidden a long time from him. Tothis use, he often draws on dark necromanticitems like Spirit Bottles and Gris-Gris Coffin(see Misroi Legacy appendix). Thisknowledge serves him in planningcorruption and destruction against the nobles

of mid and southern Souragne. The flasksand advices he sells often have a painfulunseen consequence and have caused a lot of suffering.

This NPC is featured in the adventure “To Honour and Obey” in Dark Tales & Disturbing Legends accessory.

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Without a doubt, the library was the greatest loss in the destruction of le Manoir de Pénombre. All manner of ancient tomes and magical treatise were incinerated in the fires that consumed our Richemulot estate.

 As insult added to injury, the few volumes that survived the fires proved to be of little value. Ironically, our storage locker of valueless books proved to be the surest protection against calamity. I spent many a melancholy hour sifting through our "junk bin", in the vain hope that somehow some important document had been saved amongst the clutter. It was during such a

diversion that I discovered a surprising treasure: a worn and aged diary.Initially I thought nothing of the tiny booklet, and leafed through its pages as a distraction.

The former owner's name seemed familiar, though for what reason I could not recall. I wasabout to toss the yellowed book away when one word caught my undivided attention: Souragne.

 By purest luck, I had happened upon a valuable source of knowledge. I immediately devoted myself to deciphering whatever insights the journal held. To my disappointment, the diary focused not upon the land, but rather the history of an obscure noble clan hailing from that realm and long since dispersed throughout the mists. Nonetheless, the Misroi Diaries offer usan insight into the culture and nobility birthed by the domain in which we now dwell.

 Below are my summarized notes.

~ A mbrose S kully~ A mbrose S kully~ A mbrose S kully~ A mbrose S kully

The M isroi F amilyThe M isroi F amilyThe M isroi F amilyThe M isroi F amilyThe Misroi family is an ancient line of nobility, widely disbursed throughout thedemiplane of dread. The Misrois areconsummate landed gentry, they eschewmost mercantile pursuits in favor of developing and exploiting large estates.Wherever they dwell, the Misrois quicklygain a reputation for their ambition. The clan

aggressively seeks out favorable marriagesand alliances to increase their holdings. Thisassertiveness has served the clan well,allowing it to imbed itself within thearistocracy of numerous realms.

Focused wholly on advancement, theMisrois ruthlessly pursue power. Therewould seem to be no limit to the potential of this mighty line, where it not for theirinfamous animosity towards their familymembers. No sooner is a Misroi established

than he or she is attacked and plundered bytheir relations. Family loyalty is unknownamongst the Misroi clan, who are known toprey upon their cousins, parents and childrenwith equal abandon.

Though they draw their origins to the landof Souragne, few Misrois dwell in that land.The family fled their ancestral home in theaftermath of a terrible curse. Long ago, thefamily reached the height of its power under

their patriarch, Anton Misroi. When hedisappeared mysteriously, the family fellinto their usual savage infighting. Likeravenous vultures, the Misrois divided upAnton's estates. The strongest memberscarved their own estates out of the legacy,and forced their weaker cousins to flee thedomain. This would prove to be a blessing in

disguise, when the family estate wasswallowed up by the swamp. Like Antonbefore them, those Misrois who remained inSouragne vanished without a trace.

Today, the Misroi family is found mostlyin Dementlieu, and in smaller numbers inMordent, Darkon and Nova Vassa. In recentyears, a small number have returned to theirnative Souragne, though none have dared tosearch for the old family estate.

F it t ing I nF i t t ing I nF i t t ing I nF i t t ing I nThe Misrois are of medium build, with darkhair and pale skin. It is said that the Misroisexhibit some of the facial characteristicssimilar to the Valachani or the indigenouspeople of Sourage. To the bafflement of outsiders, the Misroi's hotly deny any suchrelation and consider even the mention of such traits as cause for a duel.

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The Misrois try to exemplify the values of the gentry and are extremely haughtytowards people of lesser station. Scions of the line are required to flaunt the affluence of their line by maintaining the mostextravagant homes and clothing. Often,members bankrupt themselves by decorating

their estates to hide disuse and decay.Most importantly, Misrois are required torefrain from socializing with people belowtheir station and partaking in any behaviornot fit for nobility. Adventurers and sell-swords are improper company for Misroiscions, though retinues of servants andbodyguards are permissible.

The Misrois share a preoccupation withdeath. They enjoy walking amongst tombsand graveyards, and in their old age speakenviously of the departed, as if with ayearning to occupy the elaborate tombs theyconstruct. Some servants whisper that themore powerful Misrois actually keeppreserved carcasses in secret chambers of thehouse as perverse curiosities.

C laiming M embershipC laiming M embershipC laiming M embershipC laiming M embershipMore so than other families, the Misrois areloath to welcome new scions. As the Misroiscontinue their perpetual feud with theirrelatives, few welcome still morecompetition from long-lost kin. Indeed, it isnot unheard of for legitimate Misrois to findthemselves disowned should they fall out of favor with their elders.

There are few circumstances when Misroisrecognize wayward progeny. In order tolegitimize one's claim to the Misroi legacy, apetitioner must have the support of aprominent family member. Misrois onlyacknowledge such petitioners if they can beused to further their benefactor's goals.

One common tactic is for a Misroi torecognize a sibling's illegitimate child so asto humiliate his relative and further split theinheritance of his own nephews and nieces.

Even with the support of a prominentbenefactor, a petitioner must possess strongevidence to sustain his or her claim. Letters,diaries, or other tokens must be presented asproof of lineage.

With acceptance into the family,petitioners are meticulously groomed fortheir future position amongst the wealthyelite. Acknowledged Misrois are expected to join the ranks of the landed aristocracy andparticipate in the family endeavors andfeuds. Those who fail to take their rightful

station may soon find themselves out of favor and disowned once more.

M isroi TraitsM isroi TraitsM isroi TraitsM isroi Traits

-2 Wis, +2 Cha: Misrois have powerfulpersonalities, but they are arrogant and shortsighted.

Rot in a Corpse's Shell: A Misroi whodies of unnatural causes has an increasedchance of rising as a walking dead. A Misroiwho is killed under dramatic circumstanceshas a % chance equal to his or her hit dicemultiplied by his cha modifier of beingresurrected as a corporeal undead of equalECL.

F amily F eatsF amily F eatsF amily F eatsF amily F eats

When creating a Misroi character, the playeror DM should select at least one of thefollowing feats: Ancestral Legacy, ColdOne, Courage, Dancing Bones, Die Hard,

Iron Will, Jaded, Machiavellian, OpenMinded, Scent of the Grave, UnwholesomeIchor, Wealth. The character must meet therequirements of each feat, as usual.

The following new feat should be availableonly to Misroi characters (or, at the DM’sdiscretion, to those of some other familywith a necromantic background.

S cion of D eathS cion of D eathS cion of D eathS cion of D eathA family legacy of evil sorcery grants you

control over the dead.Prerequisites: Cha 13+, this feat must be

taken at 1st level.Benefits: Once per day, you may rebuke

undead as a cleric of level equal to yourcharisma modifier. If can already rebukeundead, this feat allows you to rebukeundead an extra number of times per dayequal to your charisma modifier.

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F amily M agic I temsF amily M agic I temsF amily M agic I temsF amily M agic I tems

Spirit BottlesSpirit BottlesSpirit BottlesSpirit Bottles

With this tool, a user may trap the soul of adead being in a bottle, so that he or she mayconverse with them once each day.

To do so, the user places a spider inside of the casket of the subject before burial. Afterthe body has rested for one night, the userdigs up the body, removes the spider, andplaces it inside of the spirit bottle. The bottleis stopped with a cork impregnated with waxrendered from human fat.

Once each day, the user may open thebottle and speak with dead , as if speaking tothe corpse.

If the bottle is ever broken, or left

unstopped, the venomous spider seeks outthe user and tries to kill him/her.Strong necromancy (evil); CL 5th; Craft

Wondrous item, speak with dead, Price 8000gp; Weight 1/4 lb.

Gris-Gris C offinGris-Gris C offinGris-Gris C offinGris-Gris C offin

Of the many devious tools available to theMisrois, few are as insidious as sympatheticcurses. The Gris-Gris coffin is one of themore exotic forms of sympatheticenchantments available.

To perform this hex, the user constructs agris-gris doll out of hair, fingernails andclothing scraps belonging to the victim. Thisdoll is then placed into a tiny replica of acoffin, constructed from wood taken from acoffin that once housed a corpse.

Once each day, the user may place a dropof blood on the lips of the doll. That day, theuser may cast suggestion to the victim.Thissuggestion must be the first thing the usersays to the victim, or else the spell is wasted.

Faint enchantment; CL 5th; CraftWondrous item, suggestion, Price 8000 gp;Weight 1/4 lb.

Ch arn el A ltar: M inor A rtifact.Ch arn el A ltar: M inor A rtifact.Ch arn el A ltar: M inor A rtifact.Ch arn el A ltar: M inor A rtifact.

The altar is a four-foot high shelf, fashionedout of ebony wood in the shape of a pointedarch. The front of the arch is a hollowedgouge, in which are supported numerous

hooks and knobs shaped like serpents andclaws. These hooks are designed to holdskulls inside of the altar and candles withinthe skulls. Elaborate engravings on the altarmark it as dedicated to the voodun loa, theLord of the Dead.

In the rear of the altar is a drawer, which is

perpetually filled with writhing insects.These carnivorous pests devour the flesh of whatever is placed inside the drawer, leavingonly clean bone.

The altar is an ancient heirloom of theMisrois, used by the dread family to rise topower in their native land. In the chaoticaftermath of Anton Misroi’s disappearance,a servant stole the relic and sold it to asorcerer in Port D’Elhour.

Without the Misroi line to give it purpose,

the altar went dormant and was traded to aship’s captain as a grisly curiosity. The altarwas passed across the Core for years until aMisroi scion discovered it. Sensing itsopportunity, the altar awoke and compelledits new owner to put it to grizzly use.

The altar is dedicated to serving theMisroi's and establishing them as rulers. Oneactivates the altar by decapitating a haplessenemy. The head is then placed in a boxinside of the altar, which is filled withvermin. These insects clean the skull, which

is then mounted on the altar. The remainingbody is then rendered down into 23 blackcandles, which may be burned inside of theskull. A single candle burns for eight hours.These candles shed only the faintest light,though the shadows they create becomelonger and darker.

Once the owner of the artifact lights ablack candle and places it inside of the skull,he or she may cast a spell from thenecromantic school or death domain, as a

sorcerer or cleric of caster level equal to hisor her hit dice. This spell gained must be of level equal to half the victim's former hitdice. The user chooses the spell gained uponlighting the candle and must cast that spellwhile the candle is burning in the altar. Oncethe candle is burned out, the spell is lost.

Strong Necromancy (Evil); CL 15th;Weight 100 lb.

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I ndexI ndexI ndexI ndex

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C hapter 1C hapter 1C hapter 1C hapter 1

101101101101

AAAAAnimals ....................................................74Anton Misroi ......................................68, 85

curse ......................................................87Arcane magic ...........................................49

BBBB

Beliefs ......................................................47Black Willow ...........................................15Boat Statistics ..........................................73

CCCCCabrit Sans Cor’ .......................................48Captain Guy Bourbonne .......................... 93Charnel Alter ............................................99Chicken Bone ...........................................15City of the Departed .................................23Climate .......................................................8

Clothing ...................................................35Coup Padre ...............................................12Cult of Notre Dame des Brumes ..............56Customs ...................................................47

DDDDDaily Life .................................................32Dancing bones ..........................................71DM's Appendix ........................................70

EEEEEastern Souragne .....................................16

Encounters ...............................................74animals ..................................................74monsters ................................................75

Epilogue ...................................................66Etienne 'Pere Laissez-Faire' Lefebvre ......59Ezra ..........................................................56

Fifth Book .............................................62

FFFFFamily Feats .............................................98Family Magic Items .................................99

FeatDancing bones .......................................71Scion of Death ...................................... 98

Feats .........................................................71Festivals ...................................................49Fifth Book of Ezra ................................... 62Food .........................................................37Franklin Tennyson ...................................57

GGGGGeographical Survey ..................................6Ghosts ......................................................78Government .............................................39Gris-Gris Coffin .......................................99

HHHH

History, Souragnian .................................41Holy days .................................................49human sacrifice ........................................48Hyskosa's prophecy ..................................46

IIIIIndigenous Peoples ..................................31Information sources ...............................101

LLLLLanguage ..................................................38language primer .......................................38Larissa Snowmane ...................................92Law ..........................................................39Legacy of Blood

Misroi ....................................................97Les Tristepas ............................................16Liberté ......................................................50Loas ..........................................................53

MMMMMaiden of the Swamp ..............................91Maiden's Children ....................................91

Maison d'Sablet ..........................................9Maison de la Détresse ..............................16Maison Soulombre ...................................25Manon ’Ti-Maman’ Larouche .................58map of city ...............................................19Marais d'Tarascon ....................................28Mensonge .................................................94Merrshaulki ........................................14, 75Mesonge ...................................................94Misroi .......................................................97Mistways ....................................................8

Misty border .............................................50Monsters ...................................................75

ghosts ....................................................78merrshaulki ...........................................75

Mordu .......................................................28Murky Sea ..................................................8Myxitizajal .................................................9

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NNNNNanaea's grandchildren ............................20Nights the Walking Dead

Night After ............................................28

OOOOOracle .......................................................55

PPPPPetitioning the Loa ...................................65Plantations ................................................24Port d'Elhour ............................................18Port d’Elhour ............................................19

Cemetery ...............................................23Le Marché .............................................22Past-the-Port ..........................................20Plantations .............................................24Port ........................................................19

South of the city ....................................27Town Proper .........................................20Prologue .....................................................4

RRRRRed Moon ................................................48Religious Survey ......................................52Rural Locales ...........................................29

SSSSSandover ............................................14, 77scale ...........................................................8

Scrying .....................................................16slavery ......................................................31Sociological Survey .................................30Souragne

in short ....................................................7size ..........................................................8

Souragnien language primer ....................38Souragnien zombie template ....................80Spell

Exterminate ...........................................71Vermin ward .........................................72

SpellsSpirit armour .........................................71

Spirit Bottles ............................................99Spirit World .............................................78Swamp .....................................................72

TTTTtemplate

souragnian zombie ................................80Temple of the Great Crocodile ................ 77Terrain effects ..........................................72Thibaut .....................................................29Ti-Maman ..........................................58, 63Trade ........................................................40

VVVVVévé .........................................................54Vieil Branch .............................................23Voodan .....................................................78

WWWWWho’s Who ..............................................84Worldview ...............................................39

ZZZZZombie

creation ..................................................78souragnian .............................................80

O ther S ouragne S ourcesO ther S ouragne S ourcesO ther S ouragne S ourcesO ther S ouragne S ources

3rd ed:3rd ed:3rd ed:3rd ed: Ravenloft Campaign Setting, DarkTales & Disturbing Legends.

R ecomended 2nd ed:R ecomended 2nd ed:R ecomended 2nd ed:R ecomended 2nd ed: Night of the WalkingDead, Domains of Dread, "Chicken Bone"entry (Ravenloft MCII), Champions of theMists (Larissa Snowmane);

O ther 2nd ed.:O ther 2nd ed.:O ther 2nd ed.:O ther 2nd ed.: Children of the Night: Vampire

(Myxitizajal), Children of the Night:Werebeasts (Sandover).

N ovel:N ovel:N ovel:N ovel: Dance of the Dead, by Christie Golden(highly recommended for flavour and waysto role play Anton Misroi).

F an made:F an made:F an made:F an made: Boccoru specialist kit ( Book of Sorrows 1998); Voodan Zombie (Book of Souls 1997); Children of the Bayou Book of Sorrows 1998); Simon LaFleur (Book of Sorrows 1998); Zanango Society (Book of Sacrifices 2001); Living Bayou (QtR 1).

A nd suggested inspi rati on:A nd suggested inspi rati on:A nd suggested inspi rati on:A nd suggested inspi rati on:• Serpent and the Rainbow movie (1988)• Fishhead short story, by Irvin S. Cobb (1911)

• Vampires and witches novels by Ann Rice,often set in New Orleans

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C hapter 1C hapter 1C hapter 1C hapter 1

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P layer’s M ap of P ort d’E lhourP layer’s M ap of P ort d’E lhourP layer’s M ap of P ort d’E lhourP layer’s M ap of P ort d’E lhour

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P layer’ s map of S ouragneP layer’ s map of S ouragneP layer’ s map of S ouragneP layer’ s map of S ouragne

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