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Lands of the Core

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The Land: Falkovnia lies in the northwestern quarter of the Core, just south of Darkon and east of Dementlieu. Small farms surround the settled areas. Wheat is their principal crop. Forests cover the rest of the domain. The roads are wide, well maintained, and well suited to moving troops.

Lekar, Ravenloft's second largest settlement, lies on the east side of Falkovnia. Ravenlofts has only a few walled cities; Lekar is one. Over 15,000 people live within the city's walls, and nearly a quarter of them are soldiers. The city's location and the domain's excellent roads make the city a natural center of trade. Merchants fill the streets, handling wares from all the bordering lands: Darkon, Lamordia, Dementlieu, Mordent, Richemulot, Borca, Dorvinia, and G'Henna. As the traders bustle past, beggars glean what they can. They crouch in every doorway, pleading, arms reaching up to those who walk by. Many beggars, crippled by the soldiers, cannot rise to stand. Most of Lekar's citizens live in squalor. The twisting alleys in the laborers' quarter are filled with sewage, mud, and dung.

Falkovnia has three other sizeble towns, each with some degree of fortification. Stangengrad is perched on the northern border, near Darkon. It is home to 6,500 people. Another 5,000 Falkovnians live in Silbervas, on the shores of Lake Kriegvogel. Aerie, a village on the southern border, has a population of 2,000.

Forests blanket most of this domain. Falkovnian timber is towering and black, unlike the trees in any other region. The dense wood is extremely difficult to fell, and clearing roads makes young men old before 30. Locals call these trees Vigila Dimorta, or "sentries of death." In eastern Falkovnia, where the Balinoks thrust towards the heavens, many of the trees have died. The bark and leaves are gone, but the naked core still stands -- bleached almost white, like driftwood. According to legend, one tree dies for every person Lord Vlad Drakov executes. Some claim that the tree ignites, and the flames burn away the bark.

The Folk: Falkovnians are a downtrodden lot--overtaxed, overworked, and terrorized by Drakov's soldiers. Every child is branded on the forehead with the sign of a hawk, Drakov's mark, to make their allegiance clear. The folk despise Drakov, but dare not curse him in public. They haven't the strength to overthrow him. Escape to another domain is forbidden to all but a few; only foreigners can cross the borders freely.

In the cities and towns, people wear drab clothing. Even foreigners adhere to this custom, because no one wants to stand out from the crowd. To attract notice is to put your life in danger. In more remote areas, life is still hard, but Drakov's squads are less oppressive.

Falkovnia is no place for demihumans. Drakov has declared them state property, and enslaves them like cattel. He encourages intermarriage, but the folk forbid it. Children with only one human parent are claimed by the state at birth.

Soldiers represent the highest class of Falkovnian citizens. No person can aspire toa higher status. Only humans can be soldiers. Falkovnia's elite are all military me, who are fiercely loyal to Lord Drakov. Officers pay no taxes, travel without restriction, and enjoy many other privileges. Only soldiers can carry weapons. Citizens who arm themselves have committed a capital offense for which their entire family must suffer.  The culture level of this land is medieval.

The Lord: Vlad Drakov, mercenary king, is lord of Falkovnia. His brutal militia controls the domain. Not all are men of arms, however; bureaucrats receive military commisions. Falkovnia has no police force, only the army. Trials are conducted by military tribunal. Prisons are few and virtually empty, because punishment is swift and harsh.

Drakov demands at least one execution each night, at the dinner hour. He takes his meal while observing the prisoner's slow death. On special evenings, as many as 40 people are impaled on a tall, thick stake for his enjoyment. Occasionally he calls in an orchestra to accompany their screams. If Ravenloft is a prison for the dammed, few deserve to be here more than Drakov.

Encounters:

Common:                              Rare:

Boar                                     Hippogriffs

Wolves                                  Kobolds

Griffons                                  Jermlaine

Birds of prey                          Lycanthropes

Deer                                      Satyr

                                              Will o'wisp

                                              Bears

*Note- During daylight or night, there is a 50% chance of encountering soldiers.