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Contents
Chapter 1: Introduction ........................................................................................................................... 5
Chapter 2: Ascending Darkness ............................................................................................................... 6
Chapter 3: History ................................................................................................................................... 8
Chapter 4: The Daily Life ....................................................................................................................... 13
The Moon of Silver and Innistrad's Seasons...................................................................................... 14
Chapter 5: Religion and the church ....................................................................................................... 16
Religion .............................................................................................................................................. 16
Church Hierarchy ............................................................................................................................... 17
The Churchs Secret ........................................................................................................................... 17
Clerical Ranks..................................................................................................................................... 19
Cathars............................................................................................................................................... 20
The Skirsdag....................................................................................................................................... 21
Chapter 6: Vampires .............................................................................................................................. 23
Vampiric powers and magic .............................................................................................................. 23
Vampiric Vulnerabilities .................................................................................................................... 24
The Unquenchable Thirst .................................................................................................................. 25
Bloodlines .......................................................................................................................................... 27
Chapter 7: Devils ................................................................................................................................... 29
The Nature and Role of Devils ........................................................................................................... 29
Chapter 8: Zombies ............................................................................................................................... 31
The Unhallowed ................................................................................................................................ 31
Ghoulcallers ....................................................................................................................................... 31
The Skaab .......................................................................................................................................... 32
Chapter 9: Spirits ................................................................................................................................... 34
The origin of Spirits ........................................................................................................................... 34
Material and Immaterial ................................................................................................................... 34
Faith's Power ..................................................................................................................................... 35
Kinds of Spirits ................................................................................................................................... 35
Chapter 10: Werewolves ....................................................................................................................... 37
Killer or Victim ................................................................................................................................... 37
The Transformation ........................................................................................................................... 38
Warding Against the Change ............................................................................................................. 39
The Cause and Nature of Lycanthropy .............................................................................................. 41
Howlpacks ......................................................................................................................................... 42
Chapter 11: Provinces ........................................................................................................................... 44
Innistrad's Four Provinces ................................................................................................................. 44
Chapter 12: Stensia ............................................................................................................................... 46
Overview............................................................................................................................................ 46
Human Life and Culture..................................................................................................................... 48
Vampire Life and Culture................................................................................................................... 49
Mountain passes ............................................................................................................................... 50
Stensia's valleys ................................................................................................................................. 51
Vampire Locations and Manors......................................................................................................... 52
Chapter 13: Nephalia............................................................................................................................. 54
Overview............................................................................................................................................ 54
Port Towns of Nephalia ..................................................................................................................... 56
Chapter 14: Gavony ............................................................................................................................... 61
Overview............................................................................................................................................ 61
Human life and Culture ..................................................................................................................... 61
Thraben ............................................................................................................................................. 64
Gavony's Geography.......................................................................................................................... 66
Gavony Parishes ................................................................................................................................ 67
Chapter 15: Kessig ................................................................................................................................. 69
Overview............................................................................................................................................ 69
Human Life and Culture..................................................................................................................... 70
Supernatural Creatures of Kessig ...................................................................................................... 72
Locations in Kessig ............................................................................................................................. 74
Chapter 16: The tale of Saint Traft ........................................................................................................ 76
Chapter 1: Introduction
The people of Innistrad were accustomed to living in a world plagued by evil. The protective wards
held monsters at bay, keeping the villages relatively safe. Prayers and holy oaths banished geists and
skewered vampires where they stood, allowing humans to control nests of horrors when the danger
got too great. Thanks to the presence of the archangel Avacyn, hope and belief held real power to
smite the darkness, and so hope and belief flourished.
Even after Avacyn disappeared and the fiendish creatures of the night advanced, the people of the
four provinces survived. The power of the wards waned, but the Church recruited new holy warriors
to take up arms and fight back. Prayers to the angels went unanswered, but villages closed their
borders and shut down the roads into the fog-cloaked wilderness. The ghouls and geists had gained
an advantage on humans, and things looked bleaker than they had for generations. But together the
people of Innistrad presented a united front, able to keep humanity safe almost as if Avacyn had
never forsaken them.
But safety on Innistrad was a comforting fiction. Among the sinister forces of the world, word has
spread.
Wavering Devotion
Even more distressing, there are signs that the people of Innistrad might be losing hope. The Elgaud
Grounds report fewer and fewer recruits to become undead-slaying cathars. Statues of the beloved
archangel are found toppled, not by the random attacks of rampaging werewolves, but by
despondent humans. Demonic cults have gained in membership as people seek some power, any
power, on which they can rely. Entire ships full of evacuees sail into the mists in search of some far
harbor, never to be heard from again. Some villages have taken to making offerings of their own
weakest members, hoping that innocent lives chained to posts will mollify the hungering beasts in
the night.
Infernal Risings
But the darkest news of all may be the emergence of infernal forces. Cults such as the Skirsdag
beckon forth demonic beings from the deep abysses of the world. Cracks in the earth, such as the
Ashmouth, spew forth demons and devils who spread mayhem and death wherever they go.
Emboldened by Avacyn's long absence and the waning potency of holy magic, the demons have
begun to use humans to further their whims, sacrificing innocents to fuel dark magics. Humans have
become the playthings of the fabled monsters they once spoke of only in scare-tales and campfire
yarns.
Chapter 3: History
The vampire Sorin Markov, the self-serving aristocrat who was once drenched in privilege in his role
as the favored lord of Markov Manor, created Avacyn, the angelic champion of the meek and divine
source of the protective power on Innistrad.
How did this come to be? To understand that, we have to learn about another member of the
Markov familyEdgar Markov, Sorin's grandfather.
The trauma of the transformation had caused Sorin's devine spark to ignite.
Sorin's Creation
Sorin was a demigod now, but he was also the grandson of the honored progenitor of the entire
vampiric race back on his home plane. As the Markov bloodline spawned other bloodlines, Edgar
remained the prestigious forefather of all vampires, and Sorin's "life" became like that of a royal.
Over the centuries, as vampires spread further into human lands, Sorin spent more and more time
away from his homeworld, sometimes disappearing for years at a time. Vampires became disdainful
of the race from which they had spawned, hunting mortal humans more and more boldly, and Sorin
became distant from his own vampire-kind.
But Sorin always kept watch on Innistrad. From his world-hopping perspective, he could see the
changes on the world of his birth. He saw that as vampires gained in power, the human villages were
dwindling. Although he was no longer human himself, he saw the curse his grandfather had brought
to the humanity of their world, and he saw that in time, they would be wiped out by the bloodfeeders.
Sorin borrowed from long-held beliefs about the moon and the afterlife, forging a warrior who could
hold back vampires and other monstrous forces that would extinguish life on Innistrad. He created an
angel he named Avacyn and tasked her with protecting the plane. Through her, the magic of faith
would create true power to fend off the darkness. The Church of Avacyn grew up around the power
Sorin invested in her.
Some of the vampires understood Sorin's act, but most reviled him as a traitor. Edgar still lives in
Markov Manor to this day, and to this day Sorin is not welcome there. Avacyn was Sorin's gift to his
home, but she was also his betrayal of his own people.
But now Avacyn has disappeared from Innistrad. How could this have happened? Sorin has always
had a dark edge to him, and he has never hesitated to destroy anyone who got in the way of his
ambitions. But at the same time, he never meant these shadows to rise over the world of his birth.
Sorin might be his grandfather's creation, but Sorin's own creation was meant to preserve a way for
humans to survive Edgar's crime.
And now, after Sorin's long absence, it is the disappearance of that creation that has called him home
again.
Tales of
Demonkind
Even before the time
of Sorin Markov and his
grandfather Edgar,
before Innistrad's race of
vampires existed, the
people of Innistrad
feared demons. Few of
these demonic creatures
ever made themselves
manifest, to the point
that some believed
demons were mythical
or long dead. But others
knew the legends of
wicked demon-spawn were true and they feared the day when the demons would return.
Avacyn's Campaign
The archangel Avacyn and her host of angels took up the sword against those who would harm
humanity. They slew vampires with holy fervor, prompting Sorin's kin to brand him a traitor to their
kind. The angels thrashed the werewolf howlpacks that threatened to overwhelm those towns
bordering the wilds. They banished malevolent geists that haunted the shipwrecks and ancient
manors of the plane. They incinerated unholy ghouls with piercing light. They were never able to
cleanse the plane of evil, but Sorin's creation had done her job.
Humanity was able to flourish again. The Church of Avacyn grew up around the archangel, and faith
in her helped fend off the flesh-hungry monsters. The power balance on the plane tipped in
humanity's favor. None could have foreseen what evils this would bring.
The Helvault
One by one, Avacyn and her host of angels captured the demons, imprisoning them in a huge mass of
silver that came to be called the Helvault. Said to be a piece of Innistrad's silver moon, the Helvault
sits in the cathedral yard in the High City of Thraben overlooking a cliff's edge and the sea beyond.
Stories say it and Avacyn first appeared on the same night, and it remains the most holy object on
Innistrad after Avacyn herself.
With the proper incantations and rituals, Avacyn and her angelic host could cause wicked creatures
to be drawn into the
Helvault. She trapped
so many demons
within the Helvault
that only a handful
remained. To the relief
of all but the demonworshipping Skirsdag
cult, demons and
devils were largely out
of human life.
It was only a short
time ago that the
demon Griselbrand,
the most powerful of
his kind and one who had never become imprisoned, committed an act of unprecedented boldness
and heresy: he landed on the Helvault itself, under a full moon, and challenged Avacyn to combat.
Cathars and priests know the power of specially blessed silver to harm werewolves and ward off
other horrors, so the moon has become associated with the divine strength of the archangel Avacyn.
Some even perceive the shape of a heron in the areas of dark and light on Innistrad's moon, and so
the heron has come to be a symbol of Avacyn. But the rise of the moon can also dampen protective
magic and cause werewolves to transform from human to wolf. The fickle silver moon seems both to
serve humanity and to bring out the worst evils within.
Innistrad humans also name the world's seasons by different aspects of the moon, as it seems hold a
strange influence on the world as the seasons
change.
Harvest Moon
This is Innistrad's autumn. A huge orange-toblood-red moon hangs in the night sky. The days
grow shorter. The weather cools with each
passing day and the forests turn vibrant colors.
This is considered to be the time when vampires
are the strongest. Bonfires are common during
harvest time, when farmers toil late in the fields
until after twilight. The bonfires are thought to
keep the vampires away.
Hunter's Moon
This is Innistrad's winter. The chill never leaves the air and the sun's apex is close to the horizon. This
is the longest season, and the time when food becomes most scarce. More hunters have to venture
out into the wilds in search of food, which results in increased attacks on humans. This is considered
to be the time when werewolves are the strongest. Since there are more humans hunting and
traveling in the woods during these months, werewolf attacks are more prevalent. The humans
believe the attacks have something to do with the season itself, although there are no more
werewolves at this time than any other time of year.
New Moon
This is as close as Innistrad gets to a spring and is the shortest season. The days are longest and the
sun is the brightest, though still pale compared to some worlds, and there is new growth in the
forests. Humans consider this their season, associating it with new life and birth. Babies born under
the New Moon are considered to be holier, with a better chance of attaining the Blessed Sleep.
Church Hierarchy
Avacyn
The archangel Avacyn is the focal point of the human's worship. She is believed to be the source of all
protective magic. It is thought that she controls the seasons and is the force that brings an end to the
long and bleak Hunter's Moon. Adherents to Avacyn are called Avacynians, and their church is the
Church of Avacyn, or the Avacynian Church.
Avacyn's Host
The archangel Avacyn has a host of angels who serve her. These angels appear frequently to humans
and fight all supernatural monsters who are a threat to human society. These angels try to keep the
world in balance.
Clerical Ranks
Lunarch
The Lunarch is the head of the church. This is a position elected by the council of bishops. Currently,
it is held by a man named Mikaeus, who is searching desperately for the reason behind the decline of
the church's power. The Lunarch is chosen among the bishops and will only be replaced when dead.
Being a Lunarch means having immense power over the church and state. The Thraben Council
gathers as much as they can to discuss political and religious matters.
Bishop
The bishop is the highest order of clergy. They reside in the cathedral at Thraben as members of the
Thraben Council, the governing body of the church. Bishops also are like governors of the provinces.
They gather with the mayors of villages and cities and are the point of mutual interests for every
priest and mayor. Bishops are honored by the common people and are often strong leaders or even
cathar leaders.
Mayor
Sometimes called the elder, this is the political leader of a parish. He or she has a mix of
administrative and religious duties, but the day-to-day administration is left to the priests. Mayors
are men of the people, they are chosen from the common people and dont have to be a man of the
church per se.
Priest
Priests oversee the church and attend to parishioners' needs. They all use magic to weave spells, but
with varying degrees of skill. Priests mostly stay in villages to protect the common people and be
there in times of need.
Monk
These wandering priests are the lowest order of clergy. Some have been sanctioned by the church to
seek out people living alone in the wilderness. But many are fanatics who are no longer formally part
of the hierarchy. Most monks put their quiet life behind and joined the forces of the cathars. Many
monks have beside their clerical rank also a place in the cathar ranks.
Cathars
Cathars are soldiers of the
church. All Cathars get trained
to track and kill supernatural
beings. A Cathar can either be
a master of the martial arts or
a holy priest who can banish
ghosts back to the ther
Lunar-smiths
Blessed weapons are an
important part of Avacynian
magic, and these clergy are
trained in the art of weaponmaking. Certain blessings must
be said at certain times during the forging process to make a weapon magically effective against a
particular foe. Silversmiths are particularly revered because of the difficulty in imbuing the silver with
strong magic, especially anti-lycanthropic magic. These smiths are not in particular soldiers, but more
like craftsman which provide weapons and armor for their fellow cathars.
Inquisitors
Inquisitors are cathars who can be hired out to come help a parish if they have a particular problem
with vampires or devils. These cathars are fierce warriors and are specialized in tracking down
demons or vampires who disguised themselves. Becoming a Inquisitor takes many years of training
and experience.
Parish-blades
Cathars stationed in parishes serve as escorts along roads or protect the cathedral in Thraben. This is
an ordained military force that
assembles whenever the clergy
demands. These cathars are mere
soldiers who operate in small
armies if possible. They are used
to fight back zombie hordes. Some
parish-blades become inquisitors
after long years of training and
fighting.
Runechanters
Runechanters are a specialized branch of the clergy that specializes in engraving blessings on
material objects, including weapons. Everything from swords to axes to children's toys has words
written on it in an effort to protect its owner. The best runechanters can write so small that
hundreds of these blessings can be squeezed into a small space.
The Skirsdag
A Demonic Cult
The Skirsdag is a demonic cult of
worshippers of Griselbrant, the
demon who was bound by Avacyn
in the great silver mass of the
Helvault. Demons existed long
before Sorins divine spark and his
creation of Avacyn to keep the
world of Innistrad in balance.
Nowdays cults still exists and wait
for the return for their master who
will reward their loyalty and will
spare them from the other
monstrosities who will make an
end to this world.
masters and it is not uncommon for people to find bloody altars in cellars of houses or in the wild
days after a demonic ritual.
Chapter 6: Vampires
Vampirism on Innistrad is neither a virus nor a curse, but what the vampires themselves somewhat
euphemistically call a "condition of the blood." It is an anointing that persists and is perpetuated by
magic alone, and few if any of its bearers consider it a curse. When reflecting on the nature of "the
condition," vampires sometimes poetically call it an ablution, a washing of the self in blood that
results in a new state of being. Vampires are not truly undead, although they have some undead
traits (such as agelessness and skin that's cold to the touch).
The most distinctive thing about vampires' appearance is their eyes. The sclera is black and the irises
gold, silver, or other colors. The skin is pale and cool to the touch. The hair is often black but is
sometimes deep purple, dark magenta, burgundy, or even dark blue-green. Some vampires wear
wigs, however, for variety, novelty, or to disguise themselves more easily among humans. A
vampire's canines are very slightly pronounced at all times, and when they bite someone, the canines
extend about a quarter inch. Vampires also tend to have long and slightly curved fingernails.
Vampiric
Vulnerabilities
All vampires inherit a set of
weaknesses linked to the ritual that
created their race. First, although they
can be harmed or killed by any
weapon, weapons of living wood have
special efficacythis is the so-called Dryad's Legacy (dead wood is inert, no more effective than
stone or steel). Second, a vampire can't cross running water in which the moon is reflected, because
of the link between water as the source of human food and the moon as the source of angelic power.
Third, Avacyn herself can enchant water with the power to burn vampires like acid by touching it. But
this water is scarce and becoming scarcer with each passing day.
Avacyn's power
The archangel Avacyn is (or
was) the living covenant of
the balance between humans
and vampires. Avacynian holy
symbols can induce in
vampires a paralyzing fear
and the desire to flee,
although their ability to do so
has significantly diminished in
the last year (because of
Avacyn's disappearance).
Despite Avacyn's absence, however, the strength of faith alone imbues a degree of continued power
in the symbols of Avacyn: the silver collar and the heron crest.
Blood trade
To vampires, blood is indeed like wine. Vampires enjoy a lively commerce in blood, although the
commodity is only good for a few days before it provides no nourishmentabout the same length of
time as wood stays alive once cut from its
plant. Small castles and manor houses in
relative proximity to each other trade
blood via carriage and experiment with
various blends. Particularly interesting or
delicious samples are occasionally
preserved by well paid time-mages who
can use sorcery to prevent the blood from
"dying" for a short time (freezing doesn't
work). When a time-mage can't be secured,
however (which is often), some vampires
resort to slavery of the victim, shipping him
or her from place to place to be supped on.
Specialty carriages exist for this purpose.
avoid marring the appearance of their future peers, so often a siring bite is made in some out-of-view
location, such as on the upper thigh, the torso under the arm, or the bottom of a foot (although in
this last case the victim must be special indeed to be worth the vampire's self-humiliation).
Bloodlines
Not all vampires are created equal. Among the existing vampiric bloodlines, some are more common
but prestigious whereas some are rare but less respected. There were originally twelve bloodlines,
which originated long ago in a ritual that had something to do with the Markov progenitor, Edgar
Markov. Three of these bloodlines have died out completely. Five others are relatively minor, having
sired fewer vampires. The four major bloodlines that remain are:
Markov
This is the bloodline of Edgar Markov and is the most prestigious of the bloodlines. The Markov line
has been fairly ambitious in its siring over the many centuries, and as a result the Markov vampires
exist in all four of Innistrad's provinces. This isn't to say that all vampires of the Markov line are all
high-minded or noble; a bloodline doesn't determine temperament, self-discipline, or restraint.
Markov elders seem to have a talent for psychic magic.
Falkenrath
The Falkenrath line, concentrated more in Stensia than the Markov line, had a famous falconer (now
dead) as its progenitor and remains associated with far-reaching activity and predation. Falkenrath
vampires are the boldest in walking among humans, taking pleasure in choosing their victims from
deep within human communities that consider themselves safe. Falkenrath elders are more likely to
master powers of flight than those of other lines.
Voldaren
The progenitor of the Voldaren
line, Olivia Voldaren, was in life a
beautiful but strange, hermetic,
antisocial woman who preferred to
live far away from human
civilization, in manor homes built for
her from her seemingly boundless
wealth. Like their progenitor,
Voldaren vampires tend to live in the
distant places, in the borderlands
and edges of Innistrad's provinces.
Voldaren elders can more easily
master magic that enables them to
transform into animal forms,
especially those of the bat, cat, and
rat.
Stromkirk
Unwilling to take part in the
political and social
machinations of Stensian
vampires, those of the
Stromkirk line chose to
concentrate their power in
Nephalia instead. As a result
their disguising glamers are
more powerful and more
sophisticated. Stromkirk's
progenitor, Runo Stromkirk,
was a high priest in life who
worshipped a preAvacynian god of the sea
and storms, and Stromkirk
vampires still feel a slight affinity with the coast. Some Stromkirk elders have achieved the ability to
transform themselves into mist.
Chapter 7: Devils
The Nature and Role of Devils
Devils are infernal perpetrators of
malicious mischief. They stand
about three or four feet tall, have
a face full of needlelike teeth, and
often have ruddy or deep red
skin. They usually have one or
two back-sweeping horns and
most of them have long, whiplike
tails, but their morphology can
vary from individual to individual.
They are agile and can be
passable fighters, but they do
their best destructive work by
sabotaging things of value and by
inciting violence in others.
Devilish Humor
A devil's laugh is a brainneedle forged from pure
spite. You might laugh when
someone trips and falls
whatever. It's okay. It's kind of
a human reflex. But a devil's
sense of humor isn't satisfied
until someone trips, falls,
breaks an ankle, loses the
ability to work, loses the farm, dies penniless, and dooms his or her starving heirs. Hilarious.
Devils don't have that little boundary of decorum that divides the harmless, schadenfreude-induced
chuckle into your hand from the full-blown sadistic cackle at the dispensation of harm. The farther a
prank goes, the more wrong it gets, and the more pain it causes, the harder a devil laughs. They will
insult the memory of your dear, departed auntwhile waving at you with her own severed hands
just to bray at the look of anguish on your face. They have an uncanny knack for sniffing out exactly
what you care for most just so they can break that thing and watch you cry. They can't be reasoned
with; they are not creatures of reason. They can't be bargained with; they want nothing but your
admission of defeat.
Chapter 8: Zombies
Two distinct kinds of corporeal undead creatures plague Innistrad. The first are ghouls, sometimes
called "the unhallowed," which are necromantically animated corpses. The second are the skaab,
beings alchemically constructed from the dead.
The Unhallowed
Necromantically animated
zombies are more commonly
called ghouls or "unhallowed"
on Innistrad, because they're
drawn forth from unhallowed
graves. One of the duties of
Avacynian clergy is blessing the
final resting places of the dead
to try to ensure "the Blessed
Sleep." Now that Avacyn is no
longer present, the dead can be
more easily stirred.
Ghoulcallers
Necromancers on Innistrad are usually referred to as ghoulcallers, the black magic mages that call
forth the dead from graveyards, or "grafs." There are several varieties of graf, each of which draws
forth a unique mix of the walking dead.
Fengraf
A fengraf is one of the many flooded lowland graveyards. These sites were once hallowed ground,
but have remained untended for many years. Fengraf ghouls are usually smiths, cobblers, brothel
workers and other common and poor folk.
Seagraf
A seagraf is a "fisherman's
graveyard." Much like minor
nobles, fishermen are often
buried with their most prized
possessions, such as nets, long
harpoons, and large hooks for
getting hold of a slippery catch.
Seagraf unhallowed have not
completely forgotten their trade
even in death, and they will
pursue victims using the tools
and deftness they had in life.
Diregraf
A diregraf is the site of a particularly gruesome battle. Unhallowed awakened from a diregraf carry
the armor, weapons, and fatal wounds from their last bloody battle. Diregraf ghouls carry this lust for
an unfinished battle within their fogged minds, and they often attempt to fall into military formations
as they were trained to do in life.
Once the dead have risen, the ghoulcaller then supplants all other addled thoughts of the dead with
one single driving purpose in their minds. The near-mindless ghouls will call on what skills they have
left to carry out the task, and the results are a grotesque parody of their lives. Blacksmiths attempt to
"reforge" their opponents, fallen warriors emit rasping pseudo-cries, and undead murderers
reawaken their taste for killing. Occasionally, fallen mages even show a limited ability to weave
spells, but this often results in some aberration of the spell's original purpose.
The Skaab
Necro-alchemy is much more of an
art than ghoulcalling. One who
practices the art of creating skaabs
is called a skaberen. The true goal of
the skaberen is to create life, an
undertaking which usually produces
malformed "offspring" rather than
true life.
Corpus Creare
Also known as "corpse cobbling," is
the collecting of various anatomical parts from corpses from which the skaab will be constructed.
This is usually performed by paid grave robbers or homunculi under the skaberen's charge. In some
cases, even the limbs of beasts are used for the construct; if a human arm is not available, a horse's
leg can suffice.
Patin Ligitus
Or rune-bonds, are the "binding plates"
used to join various anatomical features
together. These are plates of copper
and/or brass, with silver-inlaid runes
scribed on them. They provide an arcane
bridge of sorts between disparate parts
gathered by corpse-cobbling.
Viscus Vitae
Or vital fluid, is the key to the skaberen's
art. Viscus vitae is created by mixing a large
quantity of lamp oil with the slightest pinch
Vox Quietus
Translated as "the silent word," is the final step in
creating a skaab. The skaberen whispers a fairly
lengthy incantation over the corpse which
awakens the creature, but in a much calmer
manner that that which is used by ghoulcallers. Once awakened, the skaab is in a calm, "tabula rasa"
state, which allows the alchemist to begin the long task of re-educating the creature. In the eyes of a
skaberen, the technique used by ghoulcallers is crude, heretical, and provides unacceptable results.
Skaberen usually ply their trade in remote and inhospitable places, since they are viewed as
blasphemers by commoners and clergy. Skaberen often become obsessed hermits who surround
themselves with ancient scrolls and books, phials of rare noxious liquids, glass jars full of pickled
organs, anatomical
charts for both human
and beast, runeengraved skeletal
remains, and small
anvils and hammers
for inscribing runes on
brass and copper
plates.
Chapter 9: Spirits
The origin of Spirits
Innistrad is a world filled with the ghosts of the human dead. These spirits, called geists, take many
forms. Some are protective spirits of ancestors. Others are vengeful creatures bent on resolving
conflicts they couldn't resolve in life.
Geists have always been a presence on Innistrad, but before Avacyn, all such spirits were malevolent,
manifesting on the plane
only because of a grudge
or regret powerful enough
to disturb the Blessed
Sleep of the body to which
they were connected. In
Avacyn's absence, the
malevolent spirits were
counterbalanced by the
appearance of many
benevolent and neutral
geists, from nurturing
apparitions of family
members who have
passed on to inscrutable
ghosts who seem to want
to continue whatever duty
they had in life.
This new balance in the spirit realm resulted from Avacyn's function as psychopomp for the dead; her
existence shepherded the souls of the departed back into the plane's thereal space. This
metaphysical guidance from Avacyn enabled geists to elect to turn away from reunion with the
plane's essencea phenomenon that previously occurred only when a geist's anguish or regret
overcame the pull toward the ther.
Faith's Power
Even in Avacyn's absence, divine
magic is not impotent. With a
combination of powerful faith and
magic, clergy can banish geists in
various ways, from dispersal of
the geist's essence to functioning
as a surrogate psychopomp to
guide the geist toward its rest in
the ther.
Kinds of Spirits
Holy Geists
Many white-aligned geists are harmless or even protective spirits of dead family and friends who
haunt the living out of a sense of duty, fealty, responsibility, or love. Malevolent holy geists do exist,
however, and are usually twisted by guilt, feelings of failure, or unrighted wrongs. Some are ghosts of
fallen soldiers that still patrol the moors, looking for their vanquishers.
Magic Geists
Some geists are projections of the animating principles of the mind. Vicious or obsessive thinking as
well as collective human memories come to life by attracting enough latent aether around them to
become autonomous entities. They carry on as obsessive ghostsrepeated knocking, patterning,
arranging, stacking, marking, etc. They can also possess one's mind and cause repetitive movements,
speech, epilepsy, obsessive behavior, schizophrenia, and other such maladies of the mind. These are
also the geists most drawn to the water, storms, frost, and misteven the mist of the breath.
Dark Geists
These geists eternally
hunger for life, power,
or the settling of a
wicked grudge. These
are spirits that must be
appeased by offerings of
food, goods, and even
blood. If not appeased,
these geists can be
responsible for disease,
accidents and death.
Dlack geists are almost
always dangerous and
malevolent.
Fury Geists
These spirits have attached themselves to rampant emotions, unfulfilled desires, and thirsts for
revenge that were frustrated during life. They can manifest as blood dripping from statues, whirls of
dust on roads, minor rockslides on hillocks, cliffs, and mountainsides, and, in the case of possession,
as sudden mania or murderous rage. The ghosts of the unavenged are some of the most dangerous
geists on Innistrad, sometimes appearing as living fire or as "blood mist" entities that engulf a hapless
victim and inflict cuts and welts that are slow to heal.
Nature Geists
Some geists long to be reconnected with the nature they revered in life. Energies within the woods
that have been called into being by druids or other nature-mages take on form by entwining roots
and brambles around their thereal bodies. Some of these spirits attach themselves to animals,
plants and landforms, imbuing them with special power or mutating them into strange, otherworldly
entities. If the spirits that inhabit landforms are not appeased, it can often result in blight, crop
failure, and famine.
Killer or Victim
Some werewolves see themselves as victims cursed with the souls of untamable killers. Others see
themselves as glorious scions of nature trapped inside a cage of civilized lies. Though most of
Innistrad society focuses on the mass-murdering horrors of the werewolf's beast form, the
lycanthrope can be seen as a tragic figure with an identity chained to the treacherous moon or an
avatar of nature's inherent wildness.
A person afflicted with lycanthropy is forever in doubt of his or her own urges and instincts. In
human form, a werewolf feels the pull of the wolf's essence within even while trying to integrate into
polite society. A lycanthrope can feel the war of emotions in his or her heart, and as the moon grows
full, the influences of conscience, religion, and personal restraint do less and less. The full moon
makes the change inevitable, but in fact, any strong emotion or traumatic experience can trigger a
lycanthropic crisis and allow the transformation to occur.
Werewolves in canid form are beings of unparalleled savagery and strength. Their bodies are
perfectly engineered for slaughter, with jaws capable of snapping bone and claws sharp enough to
rip the entrails from a beast many times their size. Their minds are explosions of instinct and
adrenaline, fed supernatural awareness from their heightened senses yet cognitively blind to almost
everything but the kill. They can walk upright for manual dexterity or can lope on four limbs for
speed. Their howl is said to release the wolf's spirit within, a harrowing sound that fogs the air and
chills the night. Werewolves in beast form cannot speak human languages, but seem to be able to
communicate with each other on matters of hunting, dominance, and social hierarchy, as canines do
in the wild.
The Transformation
The transformation process is harrowing for the lycanthrope and incredibly disturbing to any
witnesses. The eyes change first, the whites darkening and the iris filling with color. The claws go
next; the hands elongate, knifelike claws extend from the fingertips, and the thumb forms a claw
back near the wrist. The
muzzle thrusts forward
out of the human's skull,
and the teeth jut through
the gums in sharp points.
Bones crack as they
rearrange. Marrow spills
into the bloodstream as
ribs and skull fracture and
telescope. Thick, wiry fur
pushes through the skin,
often pushing out normal
human hair. The tailbone
elongates and becomes a shaggy wolf's tail. Metabolism speeds up, increasing blood flow, oxygen
flow, and glandular production, creating cravings for protein and fat. Any clothing that was worn at
the time of the change is generally torn to shreds and falls away. If a werewolf dies in beast form, it
changes back to human form, a process called death reversion.
change to canid form. Roadside shrines, prayer, angelic rites, the blessing of accomplished clerics,
and the presence of holy symbols all help reinforce the werewolf's humanity, helping her hold on to
her human form. Repentant werewolves often stay within the city limits, around their fellow man
and the influence of religion, whereas wantons often venture into the wilderness, far from the wards
and priests that keep their wolf essence in check. The full moon, however can overcome even
powerful religious precautions. In addition, the power of angelic magic has waned in recent times,
and werewolf transformations have become more common and harder to predict.
Detection
Werewolves in either form seem to be able to tell a human-form lycanthrope by smell. Indeed,
humans who are mysteriously spared during werewolf rampages are often suspected of being
werewolves themselves.
No Known Cure
No known remedy, blessing, or ritual has
effectively purged the curse of lycanthropy.
The closest anyone ever came was alchemist
Theodora Glick, who was brought in to inspect
Guthril, a werewolf captured by the local
constabulary. Through a complex ceremony
involving mystic circles inlaid with the
wolfsbane plant, a blanket woven with blessed
silver thread, and a lightning storm, Glick
managed to force Guthril to revert to human
form and stay that way through three lunar
cycles. Unfortunately, the ritual was only
temporary, and Guthril re-emerged stronger
than ever. He utterly destroyed Glick's laboratory in Gavony and fled into the night.
Howlpacks
Werewolves are often lone hunters, stalking and killing humans as singular monsters in urban
settings. But some werewolves form loose, evolving social groups out in the wild called howlpacks.
The populations of howlpacks wax and wane like the moon, gaining and losing members as individual
lycanthropes enter or leave their canid state. Some werewolves seem to be continually drawn back
to their howlpack, returning to it time after time as soon as they drop their human guise and reenter
the wild. Howlpacks can be tiny hunting parties of just a few werewolves, or can be massive hordes
of over a hundred. A howlpack is often led by a single alpha (male or female) that dominates the
pack. Alphas must often defend their power by defeating challengers in combat. Three of the larger,
more stable howlpacks are the Krallenhorde, the Mondronen, and the Leeraug.
has drawn members from all provinces of Innistrad. The alpha of Krallenhorde is currently the
werewolf Ulrich, a cunning and perceptive wanton who remains in the wild and runs with the
howlpack even when he reverts to human form.
The known landmass of Innistrad is divided into four regions called provinces.
Gavony
The province of Gavony is where humanity remains safest and strongest. It is home to Thraben,
largest city in the known world, which houses the mighty Cathedral of Avacyn, seat of religion in the
world and the place where a great archangel once presided. Smaller towns radiate outward from
Thraben across Gavony's rocky moors. Small copses of trees dot the landscape of rolling hills and
heaths. Because more human dead are buried here than anywhere else, Gavony is more plagued by
the undead than other provinces, and geists are more common as well.
Kessig
Innistrad's vast, wooded
hinterland is called Kessig, a
province in a state of
perpetual autumn. The deep
woods are king here,
although small human
communities have carved out
farming villages, and groups
of hunters and trappers
venture into the forest to
make a living. Even new
arrivals to Kessig know not to
venture out at night. Even if the wilderness weren't haunted, it wouldn't be safewerewolves prowl
the province, sometimes alone and sometimes in packs.
Stensia
Vampires control the province of Stensia, which covers the darkest and most mountainous parts of
the plane. The evergreen forests here seem to always be half-dead and the roads always misty and
deserted. Jagged hills hide isolated, wary human villages and vampire manors from each other. At
the province's edges, the forlorn pines give way to high cliffs above which no human dares venture.
In Stensia, the sun seems never to break through the strangely colored clouds.
Nephalia
This coastal province is home to a number of small-to-medium port towns, most situated at the
mouth of a river that leads further inland. Nephalia's sloughs, sea mists, and mysteries cloak its
commerce and crimes; it is populated mainly by humans, geists, and vampires, all of whom seek
business, secrets, or solitude. The province's silver sand beaches, punctuated with rocky
promontories and sea caves, afford easiest access to its fog-shrouded ocean.
monitor and control. The long-suffering humans of Stensia, for their part, hold an illogical loyalty to
their homeland. Truth be told, most have little choice; they are trapped between the province's
narrow mountain passes and bound to their time-honored lives of herding and gathering.
Stoicism
Stensia's humans are not an expressive or demonstrative bunch. Countless generations of hardship
and proximity to the vampire strongholdslost children, lost neighborshave taught Stensians to
guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to
humans from other provinces.
Faith in Stensia
In Stensia, the vampire families are experiencing a dark renaissance, a show of power similar to the
earliest era of their existence on Innistrad. Vampires have always enjoyed a kind of macabre celebrity
status on this plane; when a curtained, well-appointed carriage snaked its way down from the batplagued mountain ranges of Stensia and past a human village, it left in its wake the ghoulish
fascination and excited whispers
of the human villagers. But
now, more and more, the major
vampire families have taken up
residence right among the
humans, carousing, hunting,
and holding week-long revelries
where the glasses of blood
never go dry. Vampires make
examples of the cathars who
stalk them: the blood nobles
impale the humans with their
own living-wood weapons and
toss their drained bodies into
the streets. Although messages
of hope and reassurance do reach the parish priests of Stensia, the authority of the Avacynian Church
is failing here, and fast. The population ratio in Stensia has already shifted radically, tipping in favor
of vampires, and Sorin's fear of a world absent of humans looks ever more possible.
Noble benefactors
Vampires' attitude toward
their own role and the role of
humans is predictably selfcentered and skewed.
Vampires believe themselves
to be the saviors and keepers
of humanity. The "sacrifices"
they madesurrendering their
mortality and their
relationships with human kin
are to them proof of their
beneficence, and their demeanor toward humans is similar to that of a rich philanthropist toward a
pauper (except they occasionally drain the pauper of blood).
The social lives of vampires are every bit as treacherous and debauched as those of royal courts.
Vampires visit each other to conduct parties, feasts, romances, entertainments, and so on. Grudges
and betrayals are as much a source of amusement to them as they are a serious matter, and keeping
track of vampiric trysts and enmities would be a full-time job.
Mountain passes
The passes through Geier Reach are few and precious; all travel into or out of the province must use
them.
Ziel Pass
Only one pass crosses the
final zig-zag of the Geier.
Ziel Pass is the only way
to reach the sea from
Stensia's inland valleys.
The cliffs at the end of
Ziel Pass descend for
1,600 feet, and the only
way to get to the
churning waters is to
jump... or to trek by foot
or mule down a
treacherous path of
endless switchbacks
plagued by the geists of
those who have died
trying to do the same.
deadly path because of the presence of vengeful geists on the route as well as its proximity to
Ashmouth and its devils. Humans will take the Needle's Eye path only in the event of emergencies in
the neighboring valleys.
Stensia's valleys
The shape of the Geier Reach creates two long valleys in the provinces, and foothills separate those
valleys into numerous, isolated segments.
The outer valley is divided into eight pieces by terrain, three of which are noteworthy: the human
village of Shadowgrange, the abandoned Maurer Estate, and the human rancher community of
Lammas. Shadowgrange and Lammas are strange places populated by humans that are fiercely
passionate about their lifestyles but also paranoid and fearful. Few other humans of Innistrad ever
see these distant places.
The inland stretch houses two significant human communities with a prominent vampire holding:
Silbern, a tiny stone watchtower manned by fatalistic cathars and surrounded by several family
farms, Wollebank, a large village of shepherds and their families, and Markov Manor, a hilltop estate
that towers over both. Markov Manor is the home of Edgar Markov, grandfather of Sorin Markov.
The Farbogs
Twin bogs, one in the inland valley and one in the outland, blanket the center of Stensia like two
puddles of ink. Both were once groves of pines, but those trees now sink into the peat muck at odd
angles, creating a tangle of dead trunks. The peripheries of both bogs are home to ancient grafs, and
as the graves dissolve into the slime, geists proliferate. A few ghouls wander here as well, most of
them products of the young, self-taught ghoulcaller Rinelda Smit, an irresponsible teenager trying to
make her mark on Stensia by creating her own force of beings to defend against vampire attacks.
Ashmouth
In the middle of the Geier, in between the Hofsaddel and Needle's Eye passes and cloaked by forest,
lies Ashmouth, a huge chasm deep enough to glow with magma from below. Ash-ridden smog rises
from it, mixing with the dark clouds above. Ashmouth is an infernal gateway, and perhaps the most
important one. The demon Shilgengar emerged from this pit, which also spews out bands of devils
according to some eldritch pattern only the demons understand.
Somberwald
Despite its darkness, Stensia still holds places of beauty. Between its contested valleys and savage
peaks, the Geier is forested with a winding, melancholy, drooping pine wilderness. These woods are
home to some of
Innistrad's most noble
and pristine creatures:
bears, stags, and other
things that have fled here
over the centuries for
safety and seclusion.
Many of these creatures
were once found in
Kessig, but the spread of
hunters, trappers, and
werewolves there have
driven them here, where
they're safe in the
shadow of the vampires.
Castle Falkenrath
In the middle strip of the Geier Reach, between the Hofsaddel and Getander Passes, lies Castle
Falkenrath, a towering, menacing Gothic masterpiece that houses scores of vampires of the
Falkenrath line. Although the bloodline's progenitor is long dead, the castle is meticulously
maintained. Smaller manor homes exist around the castle and along the border with Kessig, but
Castle Falkenrath is the home base from which Stensia's most dominant vampires conduct their
ambitious predations.
Markov Manor
In the corner of Stensia closest
to Gavony, Edgar Markov's
manor home overlooks Kruin
Pass, and the High City of
Thraben is visible in the far
distance from its balconies.
Although the Markov bloodline
is the most prestigious and
perhaps the most widespread,
Edgar lives in comparative
simplicity relative to the other
vampire elders.
Nearly Treeless
Nephalia has always been lightly forested, but in the last century its few trees have been cut down or
destroyed due to
the vampires' fear of them
being turned on them as
stakes and other weapons.
Runo, progenitor of the
Stromkirk line, was crafty in
his removal of the
woodlands. Early on, using
his glamers and sizeable
fortune, he turned the
human populace into
artisans, supporting their
efforts in building fine cities,
proud ships, and a vigorous,
provincial commerceall
based around wood.
Prosperous and plentiful humans are good business for the Stromkirk, so Runo became a kind of
secret Nephalian patron, supporting master craftsmen and commissioning buildings, towers, and
ships, while funding any vampire-friendly efforts by alchemists and magisters. Out of
this, Nephalia has become widely known for its masterful crafting and artistry with wood. Nephalian
buildings, ships, chapels, and houses all bear a distinct and inspired art that sets it apart from the
other provinces.
Faith in Nephalia
In Nephalia, the Church's role has been to keep humans safe from the actions of necromantic
ghoulcallers and corpse-stitching skaberen. Now that holy magic is losing its strength, undead attacks
on already-terrorized merchant outposts and port towns have gotten even worse. The underground
corpse trade is in full swing, delivering precious bodies to those who wish to harvest them for their
dark magics. Geists blow in
with the sea's mist,
restless spirits fresh from
shipwrecks or roused
from the Blessed Sleep as
the Avacynian blessings
over cemeteries fail.
Nephalians regularly see
the facesor other body
partsof their loved
ones at the ends of their
silver weapons.
Sometimes those faces
are mercifully
decomposed and unrecognizable, but it's not uncommon for them to be attacked by deathless
versions of the same beloved priests who were supposed to be guarding the town gates.
Silver Beach
Nephalia's coastline consists of the Silver Beach, which stretches countless miles, interrupted by
rocks, sea caves, and occasional large promontories. The sands of the beach are rich in granular
silver, giving them an unearthly shimmer that dazzles visitors from other provinces. This is no
vacation spot, however. Threats are far too numerous, and the ocean too dangerous, to invite
beachcombers. Only experienced Nephalian sailors know the spells and the land well enough to
venture out into the sea and return with fish, trade goods, or treasure.
Nephalia has three main port towns along the coast: Havengul, Drunau, and Selhoff.
Havengul
The largest of the three cities, Havengul, stands at the mouth of the Silburlind River. The population
consists of human craftworkers, shipbuilders, smiths, and traders. The Avacynian church has a strong
presence here to take part in the burgeoning trade and marketplace, but many Nephalians are wary
of the priesthood and watch them like hawks. As long as the church brings trade to and from
Thraben, they are given a pass from the key players in Nephalia.
Elgaud Grounds
A contingent of the Avacyn Church long ago established a small fort here known as the Elgaud
Grounds where new cathars are trained to spread the word of Avacyn and protect the people. Once
trained, these graduates are sent out
in small groups (of two or three) to
neighboring towns to establish an
outpost. These are known as Arms of
Avacyn, and they attempt to
strengthen trust in the Church under
the offer of protection and security.
Many townsfolk are wary or outright
untrusting of these "Arms" and
would rather protect themselves
with their own blood, sweat,
traditional folklore, and
superstitions.
Corpse Trade
Even with the presence of the Cathars, there is money to be made in corpses. Havengul, having the
largest human population, is rife with bodysnatchers who disinter corpses and then shuttle them off
using the network of underground passageways, known as the Erdwal, for high-paying ghoulcallers or
skaberen.
The most influential of
Nephalia's merchants
is Ludevic of Ulm, a
wheezing and
reclusive alchemist.
Some say that
Ludevic's consumption
of potions and
inhalation of toxic
vapors has left him no
choice but to abandon
his experiments,
leaving him to devote
his sizeable intellect to
the problem of
making himself and
his partners filthy rich. Others gossip that Ludevic still dabbles in the alchemical arts.
Drunau
Drunau is where the Stromkirk vampires under their progenitor, Runo, have established their
ancestral manor and their center of commerce outside of Stensia. If it is blood you want, Drunau is
the place to get it.
Humans who
possess
especially
delicious blood
are treated like
the most
precious
livestock,
knowing a life of
pampered
bondage but
being protected
from all the other
dangers of
Innistrad. All this
takes place
The Fauchard
These warriors are not cathars, but
are a distinct order of human
vampire hunters. Some have come
to Drunau especially to destroy the
undead and possibly Runo himself.
They are a secretive group that
recognizes one another through an
elaborate, symbolic code, either
worn, written, or gestured. Runo
knows of them and tolerates them
to some degree, as the Fauchard
destroy the vampires whom the
Stromkirk consider to be most crass
and distasteful. That said, the
Stromkirk vampires will relentlessly pursue and destroy any Fauchard who becomes known to them.
The metzalar here deal in the usual fare of ships, handcrafted goods, wares from other provinces
(such as holy items from Thraben), and weapons.
Selhoff
The foggy, quiet port of
Selhoff is where the
Nebelgast, the spirit-mist,
is most active. The mist
almost perpetually covers
the town and the nearby
Morkrut Swamp. Because
of the spirit activity here, it
has repelled some humans,
but it has attracted
othersnamely the
skaberen and alchemists
who experiment with geist
energy. The elite of Selhoff
dwell within towers and
spires that set this town
apart from others of Nephalia, which is why the phrase "the spires of Selhoff" is often used when
Nephalians talk of their southernmost town.
The Erdwal
Colloquially known as "The Ditch," the network of underground passageways and crevasses called
the Erdwal originated as trenches created by Nephalians in each of the major cities of Havengul,
Drunau, and Selhoff for resisting zombie and werewolf attacks. Over the years, the trenches between
the three cities were connected into a network of defensible walkways for transporting goods and
continuing trade even while wandering zombie hordes, demonic fiends, hungry geists, or the
Krallenhorde wander about looking for victims. Major merchants of Nephalia have paid special
attention to the uses of the Erdwal and have put serious resources into making it a legitimate artery
of trade, thus it has developed a bustling underground economy of its own dealing in all manner of
grey- and black-market goods: human blood, assassinations, counterfeit silver, necromancy, curses,
and bloodsport.
Near the larger towns, the Erdwal becomes a trench marketplace of colorful rogues, seedy
merchants, filthy sailors and gaunt strangers, all doing business in dark alleyways and roughly hewn
tunnels branching off the main trench. Along the clandestine nooks, the skaberen and ghoulcallers
ply their trade and human blood is bought and sold by the flagon. Flesh golems are created and
experiments in transmuting base metals into pure silver are carried out. Skaberen stitch together
hideous monstrosities, some of which get loose and cause havoc throughout the Ditch. As long as
these dark dealings do not make it above ground level, the Church of Avacyn and its cathars do not
intervene. Nephalia is a province of "understandings," and this is one of those uneasy truces that, if
maintained, benefits all parties concerned.
Jenrik's Tower
Along a particularly bare stretch of the Silver Beach looms a tall tower. The mortar has been mixed
with sand from the Silver Beach, making it glitter in the moonlight. Within the tower, Jenrik, the
astronomer, mysteriously conducts his work studying the stars, eschewing all contact with the
outside world. He is making observations of the moon, charting its path across the heavens with
excruciating detail. Wards keep away werewolves, and the Stromkirk actually fear his knowledge, for
anyone with such a vast understanding of the moon is holding great power indeed. Some say he is
predicting the future of Innistrad, or that he is a spirit trying to get home. Others say he is an angel
attempting to restore Avacyn, or that he is a demon plotting to destroy the world.
Chapel: An enclosed space of varying size devoted to worship. There are many chapels built along
the crossways of Innistrad. Most have resident clergy who attend them. These sometimes serve has
hostels for travelers.
Parish: The equivalent of a county. Each parish has its own chapel.
Crossway: The name for roads in Innistrad. Most are just dirt tracks for horses and carts.
Crossway Altar: An open-air altar along a crossway somewhere in the wilds.
The everyday life of a human varies dramatically according to one's class. The wealthy families and
clergy live in comfort and safety. Thraben clergy, in particular, have every need met by the church.
The middle classesartisans and merchantsare also quite comfortable. But the working class and
farmers have a much shorter lifespan; they are more at risk from the dark things of the world, and
they suffer from more sickness and famine as well. A farmer lives an average of forty years, while a
bishop lives closer to seventy
Safety is the main commodity in Innistrad. The wealthier you are, the safer you can make yourself.
The high walls of Thraben protect the well-to-do who live inside. Titled families in Gavony have
fortified manor houses, while the farmers must make do with the wooden walls of their farmhouses.
Because of the lack of physical safety, the poor spend a larger portion of their income of
enchantments and non-physical means of protection. Tithing is required for everyone, and the
church charges a small fee for every blessing and spell. Even at unstaffed little altars, payment is
expected, and many of the faithful diligently pay even when there is no one to enforce it. Not
unexpectedly, there is resentment among some for the amount of money required of the poor to
uphold their faith. This resentment increases dramatically as the effectiveness of the Avacynian
blessings diminish.
Martial prowess is highly valued among humans. Cathars, particularly inquisitors, are highly revered.
Poorer families have a
harder time getting
their children accepted
to train at the Elgaud
Grounds. When
children show aptitude
for spellcasting,
however, they are
accepted at the Fal
Seminary no matter
what their parents'
status.
Faith in Gavony
The province of Gavony, home of
Thraben and site of the Helvault,
might be where the strangest
changes have arisen. Faith was so
central to so many lives in
Gavony that the loss of Avacyn
has rocked this land most of all.
Since so many humans are buried
here, the undeadboth
corporeal and incorporealhave
always been a problem in
Gavony, but many incidents went
overlooked. Now, with the sense
of safety drained, each rising of
hungry ghouls or midnight haunting by child-voiced geists grips whole villages with terror. Small
churches go abandoned even during holy days. Communities founded around the cherished
traditions of Avacyn are splintering. Perhaps most disturbing, the ranks of the demon-worshipping
Skirsdag Cult have been growing in these dark times. Bishop Volpaig, a crude-minded minor bishop of
the Church, has secretly been working for the Skirsdag and has overheard that his master Griselbrand
has fallen into the Helvault.
Volpaig has been more open with his involvement with the Skirsdag of late, and his pro-demon
message is gathering listeners as the citizens of Gavony long for any institution they can count on.
Some humans have actually stepped forward to voluntarily sacrifice themselves at the hands of the
Skirsdag, just to feel that they were making a difference, just to feel that they could affect the surge
of darkness that threatens to envelop Innistrad.
Thraben
The city of Thraben sits on a massive mesa in the middle of the Lake of Herons, a long body of water
that flows around the rock and over an enormous waterfall. The eastern tip of the rock juts out over
the waterfall itself, and it is on this dramatic pinnacle that the Cathedral of Avacyn stands.
Thraben is the largest city in the known lands of Innistrad. It's the seat of the Avacynian Church, built
as a city of walls and various bulwarks designed to keep supernatural threats at bay. While smaller
settlements are constantly under siege by monsters, the inner parts of Thraben and the Cathedral
are the safest areas in Innistrad, which sometimes gives the bishops of the church a skewed
perspective on how dangerous the world outside really is.
The Walls of Thraben are a complex system of bulwarks and defense lines. There are remnants of
older walls, which have crumbled and lost their effectiveness. But even the old walls demarcate the
ity into sections, some which have a penal or ceremonial function.
Outer Wall. The main defense of Thraben. A thick, high wall that rings the perimeter of the city. The
church has approved the expansion of the wall several times to keep the city from getting too
crowded.
Merchant's Wall. A complex of fellowship halls that forms a substantial market square. This is the
center of commerce in Thraben.
Child's Wall. The inner wall that surrounds the grounds of the Old Cathedral. Nearly as strong and tall
as the outer wall, the Child's Wall has not been altered in ages. It is inscribed with the names of every
child born in Innistrad. Many parents make a pilgrimage to the wall in the year after their child's
birth, believing that having their child's name written on the wall will add protection to its life.
Fang Wall. When werewolves are caught, they are executed in front of this wall. Then their fangs are
removed and shoved between the crevices of the stones.
Bloodless Wall. When vampires are caught, they are chained to this wall and left to starve to death.
Cathedral of Avacyn
A massive cathedral
with three wings and
a network of
cloisters, courtyards,
outlying schools, and
forges. There are
well-kept gardens
and substantial
training grounds for
cathars (holy
warriors). Outside of
Thraben, churches
are quite rustic,
constructed from
rough planks and
often containing only
a single room. The
Cathedral is opulent by comparison.
The grounds between the wings form a triangular courtyard that is locked from public view by high
walls. Most people don't know the courtyard exists. Only the most powerful bishops are permitted to
set foot in it. The Cathedral's structure symbolically divides the wealthy and poor of the world. Each
class has its own designated place to worship
Common Cloisters
The covered corridors along the edges Midvast Hall where commoners stand during worship. There
are only certain holy days when the commoners are permitted to enter the Old Cathedral. At first
glance, the courtyard resembles an ornate garden with stands of fruit trees and gold-and-white
flowers that are cultivated with painstaking care. At the heart of the garden, the trees fall away,
leaving a view of a curious object: the Helvault.
The Helvault
The Helvault is the huge silver mass that stands at the precipice inside the courtyard of the Cathedral
of Avacyn. Its surface is rough and unrefined, and thin veins of dark mortar branch across its surface.
Blessed Grafs
Thraben has city blocks
devoted to burial sites known
as Blessed Grafs. These are a
grid of tombs and
mausoleums under heavy
guard from Elgaud soldiers
and tended by horticulturists
to keep trees and flowers
blooming around the tombs.
In Thraben, these are the
equivalent of parks, and
people visit them
recreationally. It is
considered relaxing to spend
time in a place where kin are
enjoying their Blessed Sleep.
Gavony's Geography
Thraben lies in on the northern edge of the province of Gavony. It's the largest walled city in
Innistrad, although parts of Nephalia's seaports are more densely populated. Thraben's population is
mainly clergy, merchants, and artisans. With the church's influence, the city maintains a high
standard of cleanliness and order. There is a standing militia and the church pays a host of workers to
keep the streets swept, the public gardens and grafs tended, and the riff-raff off the street. Begging is
strictly prohibited, and there is a street curfew enforced by the militia. Several alms houses exist just
outside the main walls of Thraben, and the church regularly sponsors "caravans" to take the needy to
the sea ports, where they will ostensibly be able to find employment or trade work more easily.
Gavony Parishes
Parishes are an administrative designation used by the church. Gavony has five parishes, including
Thraben. There are three in the area called Nearheath: Videns, Wittal, and Effalen. The region known
as the Moorland is a single parish of the same name, although it is larger in size than the other four
combined. Each parish may have multiple priests, chapels, and small altars.
Two of the main
villages in the
Nearheath are
Estwald and
Hanweir. Estwald
is the center of
woodworking in
Gavony and part
of the Wittal
Parish. Hanweir is
the agricultural
jewel of Gavony.
Hanweir is the site
of the largest
open-air market,
the place where
livestock are
traded and trappers from Kessig bring their wares. Hanweir is in Videns Parish, and the River Kirch
runs through the village, making it a bustling port where goods are brought in from the other
provinces before being transported up to Thraben by horse and cart.
Nearheath
Within a few miles south of Thraben's walls, there are several medium-sized towns. This area is
called the Nearheath and is inhabited mainly by artisans and farmers. Being so close to Thraben
affords a good deal of protection to these towns. Most have fortifications or walls in case of a ghoul
attack or some other threat, but there are many outlying farms as well. Nearheath is composed of
several parishes:
Videns
The region of vineyards and rolling hills with small castles with walled estates. The River Kirch runs
through this region.
Wittal
This is the most thickly forested area of Gavony. Although small in size, the forest is dense and dark,
with ancient pines trees that dwarf the deciduous forests in the neighboring parishes. The forest has
become particularly dangerous now that the infamous werewolf Skaharra and her Leeraug cohorts
have moved to the area.
Effalen
This is the rockiest area of Gavony. A vicious coterie of vampires have taken to preying on the
periphery of the parish for sport.
The Moorland
Beyond the Nearheath is the Moorland. This has always been a more desolate region, filled with
stories of spectral wolves and wandering spirits. There are few trees in the Moorland and the ground
is covered with coarse grass, bracken, and violet heather. There are boulders and standing rocks, and
the countryside seems to be covered in perpetual mist. The area is rife with geists, many of them
dangerous, and travelers are constantly at risk from them as well as other things that wander the
countryside.
Trostad
This was formerly a village of trappers on the border with Kessig, which has been entirely overrun by
undead creatures. Many cathars are sent to the place to save the remaining villagers. A constant
battle rages in this area between hordes of zombies and the armies of the church.
For the Kessiger, life is work. Kessigers are farmers, millers, weavers, stonemasons: they are close to
the land and must work hard for every meal. This makes them self reliant, pragmatic, and
plainspoken. A Kessiger doesn't purchase tools from the general store; he forges them himself. She
doesn't learn arithmetic or memorize the names of royal families; she learns harvest dates and the
shapes of edible weeds. He doesn't quote great works of literature; he calls it like he sees it, in his
own simple words.
Faith in Kessig
Kessig is a province where all the commoners' Avacyn-based rituals have come to an awkward end.
All pretense at agriculture has been dropped: sheep herds and shepherds alike have been decimated
by werewolves; geists emerge from the wilds to torment farmers carrying wagons full of crops along
lonely country roads; fields lie fallow as old ghosts roam the rows. The folk songs and rustic sayings
of field laborers, once imbued with notes of Avacynian power, are now just so much chilly breath.
Kessigers already felt great mistrust toward the shiny-booted and curfew-imposing priests of the
High City, but now the commoners of Kessig won't even open their doors to travelers in need.
Geists in Kessig
Ghostly apparitions are second only to werewolves in terms of danger to the Kessigers, and geists
may cause even greater psychological damage. The geists in Kessig are wild spirits of nature, prone to
taunt or terrorize civilized life. They can be cold-burning geistflames made of surreal fire,
mischievous poltergeists that shove at the physical world through the power of their outrage, or
blood mists that envelop and devour the living. They can be beautiful nature spirits tressed in vine
and thorn, beast-possessing geists that shimmer through the mouths and eyes of feral animals, or
vindictive crop-spoilers that vex farmers and druids alike.
Locations in Kessig
The Breakneck Ride
There are a few main paths that lead into Kessig from the other provinces. Each crossway is fraught
with peril, leading travelers through the Ulvenwald and over treacherous slopes, so those who make
the journey do so at as brisk a pace as possible. Kessigers sometimes collectively refer to these paths
as the "Breakneck Ride."
The villagers of Lambholt celebrate a harvest festival at the rise of the red moon, working late into
the night by the light of bonfires, and cooking great feasts of fresh meat and vegetables. Lately, as
the power of Lambholt's protective shrines has waned and werewolf attacks have become more
frequent, the tenor of the harvest festival has changed. Now the highlight of the festival is a great
hunter's contest, in which warriors and priestly champions go on hunts through the surrounding
Ulvenwald, trying to slay the most powerful supernatural creature. Many never return.
Devils' Breach
Far from the towns, off the wagon-beaten paths, through vaults of primeval forest, a fissure known
as Devils' Breach has opened in the earth. Smoke and heat waft from the chasm, obscuring its
depths, and eerie voices mutter and cackle. Trappers claim to have seen literal devils near there, but
so far, the influence of demonic forces has not been strongly felt in Kessig.
Traft, the celebrated slayer of fiends, had become a thorn in the side of demonkind. While the act of
being destroyed was not a permanent obstacle for the demons, Traft's repeated slayings had
frustrated their plans to corrupt human minions, gather eternal souls, and feed their lust for power.
So, as demons do, they laid a trap and plotted their revenge.
One night, Saint Traft returned home to the human village of Shadowgrange in Stensia. The first thing
he noticed was that an angel of Avacyn was perched on the roof of his tiny cottage, her sword drawn
as if ready to leap into the air and fight. Angels often accompanied him to battle infernal forces, but
none had ever visited his home. The wards above his door had been scratched out and neutralized,
and the door hung ajar. The lock had been ripped free of the latch.
The angel didn't speak, but her concern was clear. She was ready to hunt down whatever had
breached his cottage. Traft touched the Silver Collar symbol that hung around his neck and greeted
the angel with a nod. Then he went inside, and made a horrible discovery.
Spread across his small kitchen table was a map of Stensia. A jagged, demonic dagger had been
jammed into the table right through the map, stabbing into the infamous mountain pass known as
Needle's Eye. Letters of blood ringed around the dagger, spelling out a message:
COME WITHOUT ANGELS OR WE SEND THE REST OF HER
Resting near the words was the finger of a young girl.
Traft never removed his scabbard from his belt. He turned and left, closing the door behind him
carefully, readying his horse to leave for Needle's Eye immediately. But there was the matter of the
angel.
A saint rarely lies. But Saint Traft knew he must choose the lesser evillying to an angelin order to
prevent a greater onethe death of a child. The dark choice also meant he knew it must be demon's
work, tempting him to do wrong.
He looked up to the warrior angel on his roof. "It's nothing," he told her. "I'll handle it."
He got on his horse and rode away, not knowing whether his message was clear.
The angel had sensed the lie, but she also sensed the urgency in Traft's voice and trusted the saint's
skill in battle. She did as he wished, and did not follow.
Needle's Eye was a path humans only used in emergencies. It was beset by vengeful geists and bloodlusting vampires, and Traft was alone, without his angelic attendant. Saint Traft used Avacynian
magic to protect himself from a cloud of skeletal bats, and had to sacrifice his horse to escape a
vampire that had gone mad from blood rage. But he made his way to the highest point of the pass:
the crest of Needle's Eye.
He saw a gathering of cultists in robes, their hoods pulled up over their faces. They danced in a jerky,
crazed circle around a young girl. The girl was missing her left index finger, and her eyes had rolled
into the back of her head. With a flourish, the lead cultist enshrouded her in the same kind of robe
that the rest of the cultists wore, and cast a withering grin at Traft. Before Saint Traft could act, the
cultist-priest drew from his sleeve an intricately carved dagger made from bone.
"You call your angels, and she dies," said the cultist.
Then the cult-leader uttered a string of syllables and cast a spell. A black, ash-flecked fog gushed
from the earth, covering the mountain pass in malevolent darkness. The shuddering, reeling cultists
and their victim disappeared into the gloom, leaving Traft blind. From within the cloud came an
unearthly voice, a booming laugh that sounded like the echoing rumble of an infinite pit.
This is when Traft would have summoned the host of Avacyn. flights of angels, trusting his call, would
have appeared from the clouds and swept the mountain with holy light, purging the monsters.
But Saint Traft was not willing to endanger the child. He didn't even utter a warding spell, fearing
that to call upon Avacyn's protection would risk bringing the attention of an angelic flight. He merely
drew his sword and stepped forward, wracking his brain to remember where the entranced child
stood and where the dancing cultists had been spinning.
Within the dark fog, Traft's blade found cultist after cultist. Each one shrieked with an eerie cackle,
their bodies falling to the ground one by one. Finally he slew what he believed to be the lead cultist,
putting his sword through the man's heart and letting him drop to the ground, and the fog cleared
away.
To his great relief, the girl remained. The cultists had put a spell on her to make her dance, making
her indistinguishable from the cult members in the gloom, but he had not touched her. The bodies of
the dead cultists bled out onto the ground.
But to Traft's horror, his hand did not hold his sword, but the bone dagger of the cult-priestand
now it was covered in the blood of many sacrifices. He began to hear that echoing laughter again,
booming up from below him like infernal thunder.
Betrayed. Tricked into doing a demon's bidding yet again.
Traft dropped the dagger on the ground, and the ground began to crack at that spot, splitting like
shoddy fabric. The cultist's bone dagger disappeared into the crack, swallowed by earth.
Saint Traft rushed to unbind the child. He called on Avacyn's aid to dispel the possession spell they
had cast on her, and she groggily came to as if awaking from a dream.
"What's happening?" she said.
"Go," he told her. "Run, child. Run home."
As the girl ran down the path toward the village, Traft found his sword hidden in the lead cultist's
robe. He turned to face the shattering crack in the earth. As the horns and spreading wings of a great
demon rose from the rent in the ground, Saint Traft finally said his withheld prayer, calling on the aid
of the angels of Avacyn.
An angel arrived, the same one who had perched upon his cottage. But she was too late. The demon
Withengar had destroyed the living saint, the famed slayer of demonkind. With the help of more
angelic attendants, the angel pushed back the demon-lord Withengar, unleashing her fury upon him
and destroying him for a time. But Saint Traft was no more, and Withengar, no longer bound by
ancient magics, began to torment the world once more.
The angel was consumed with sorrow and regret, and Traft's spirit burned with restlessness at having
played into a demon's scheme. After Traft was buried, he never passed into the Blessed Sleep, and
instead became a geist to haunt the world.
The Geist of Saint Traft still appears around Innistrad, particularly around Stensia and near the
Ashmouth, the infernal gateway not far from Needle's Eye. One can visit a Shrine of Traft in Thraben,
and occasionally receive aid in the form of prophecy and omens.
Saint Traft's geist still strikes at demonkind and other creatures of the night, looking brave and
zealous just as he did in life. Although as a geist he does not possess the same holy skill he had in life,
it's said that wherever his apparition appears, a certain angel is never far behind, always watching
over him and always matching his every movement with her own.