Random Vistanis

As I mentioned in my last post, I’ve been busy preparing for a Curse of Strahd campaign so I haven’t been posting here as much. Then I realized I should be sharing the resources I made! So here are some random Vistanis. They are grouped into family units/wagons. The point of these NPCs is to allow diversity without getting bogged down in details. Vistani tend to be Chaotic Neutral.


The Dalcas. Wagon is painted purple with green flowers.

  • Stanimir: 50 year old man with beard and light blue eyes. Father of Damia and Ratka. He works with Madam Eva to bring adventurers into Barovia, hoping they will somehow lift the Curse.
  • Damia: 18 year old woman with feathers braided in her hair. She does not know if she believes her father that one day adventurers will break the Curse. She is fond of birds and can sing to them. She and her brother don’t get along.
  • Ratka: 18 year old man and Damia’s twin. He has a pierced nose and dark, curly hair. He and his sister got along well until she told him she doesn’t believe the Curse can be lifted. He believes this to be blasphemy.
  • Rosa: 50 year old wife to Stanimir. Good cook. Daughter of Pyotr Sala. Recently, she’s been riding in her father’s wagon as he is very old and needs more help.

The Funars. Wagon is painted in dark pink and yellow stripes.

  • Bela: 26 year old woman. She is fat and loves jewelry. She even specializes in trading jewelry for the trope – usually setting up a small table when they are in lands outside Barovia. She and Lee got married at age 16 and have been in love ever since. They quickly (some say too quickly) had a baby.
  • Lee: 28 year old man. He is very skinny, hates exercise, and doesn’t even like wine. He is very kind, though, and attentive to his children. Sometimes other Vistanti secretly refer to this couple as “The Prats,” but neither Bela nor Lee know this.
  • Baby Karol: 6 month old boy, constantly drooling.
  • Tara: 10 year old girl. She doesn’t show much interest in jewelry making and instead plays the flute. She’s unusually good and often warms up crowds with her sweet music.

Continue reading “Random Vistanis”

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Wisdom Tree City

Wisdom Tree City has always existed, nestled on an island where two mighty rivers pour into the ocean. Every hundred years or so the Goddess Weeps, as the natives say. The two rivers swell, merge into one, and overrun the city. After they retreat, they leave behind a thick sand burying everything except the peak of the great magical library, The Wisdom Tree. The citizens return and rebuild. The library grows taller. Probably no one would bother settling here if it weren’t for its position of a great port, a natural magic aura, the library, and the mines.

The Wisdom Tree stands in the middle of the city, its roof so high it seems to scrape the sky. Underground, floor upon floor descends so deep that no one knows where it ends. Side passageways split off from the main tower and meander through the city’s sand-filled ruins like the roots of a tree. The library’s ancient magic prevents any mud from leaking through and keeps the air circulating at the perfect temperature.

Mine tunnels built by prospectors also twist through the ruins. Every miner hopes to find valuable artifacts from forgotten times, but few do. Most arrive in the city poorly equipped and many perish digging through the ruins. In the upper mine tunnels, petty thieves, transients, and the desperate take up residence in the relatively safety. More sinister criminals live in the mid-tunnels, planning heists and waiting to prey on lost miners. Only the bravest dare venture to the deepest levels where unknown monsters lurk in the dark, and the most valuable artifacts wait.

But by far the most popular attraction for common folk is the Aquatic Arena, a giant stadium built in the middle of the bay where teams compete in impressive water battles. No expense is spared. Warriors clash on top of exotic sea monsters captured from the Far Seas. Gnomes command huge whirling machinery, slicing through the choppy waves  to tear apart their opponents. Wizards using the latest magical discoveries dart across the arena, easily passing from the sky to under the water, painting the battle with the bursts of spells. Continue reading “Wisdom Tree City”

Ghost Origins

A good ghost has a good background, but it can be hard to think up a background on a spot. Here is a list of backgrounds to help.


The Lost Lover: A young woman who ran off away with a sailor, only to be sacrificed by the crew to appease the sea gods when a storm hit.

The Rising star and Fans: A famous singer and his audience who died in a theater fire.

The Time Traveler: A wizard who wanted revenge on his father, but accidentally went back too far and committed the murder before he had been conceived.

The Accidental Tourists: Sightseers who died when their touring carriage accidentally entered a desert pocket dimension with no way out.

The Informer: A barmaid who got caught buying illegal drugs. She became an undercover informer for the City Guard to avoid punishment, but the drug gang found out and had her executed.

The Tortured: Not even after they shoved needles up her toenails or held her over burning coals would she tell them where she had hidden the Book of the Moon.

The Lost: A party goer who got drunk, entered the catacombs on a dare, and never found her way back out.

The Falconer: A woman who trained and piloted giant falcons, but was eaten by her own Red Eye. Continue reading “Ghost Origins”

Aquatic Peoples of the Brook and River

Today’s inspiration is two variations of a mermaid with stats for Dungeon World and Pathfinder. One is inspired by the Amazon River Dolphin and the other my own invention, a small mermaid suited for life in streams and brooks.


Rivfolk

A woman washes her clothes near the river when a splash of water catches her eye. She barely misses the sight of a pink tail disappearing back into the muddy waters. The washing board drops from her hand as she turns to run, but she slows to look over her shoulder and catch the eye of the handsome man now standing on the shore.

Making their home in deep rivers and lakes, rivfolk possess the most magical abilities of all aquatic peoples. At night, rivfolk can turn their tails into legs; rivmen use this ability primarily to seduce human women. Some even believe that there are no rivmaids, and that the rivmen depend on human women to continue their species. All rivfolk act as guardians of the river they live in and will drown those who seek to harm it. Continue reading “Aquatic Peoples of the Brook and River”

Contessa Moldred’s Mad Winery

An adventure prompt for Halloween! This is slightly darker than I usually like to write, but it is Halloween. Hope you enjoy it and please let me know what you think in the comments.


The cold floor seeped through her dress, through her skin, through her muscles and came to rest in her bones. She waited for It to start again. The clawing, the screaming, and the pain. The door squeaked open, a figure slipped in.

“Hold out your arm.” Continue reading “Contessa Moldred’s Mad Winery”