Lanterns in the Mist- Players Guide

As with much of Ravenloft, Ustalav is a nation inhabited primarily by humans, but that doesn’t exclude members of other races from participating in Ravenloft adventures. The capital city, Caliphas, is conveniently located on the banks of Nocturnal Sea; trade with the neighboring nations of Liffe, Darkon, L’ile de la Tempete, Nova Vaasa, Souragne, and the Core has brought non-humans into Caliphas’s port, and from there into the heart of Ustalav. Trade aside, the rich and dark history of Ustalav is lure enough for many to travel to Usalav. Furthermore, Professor Lorrimor was more open-minded than many of his fellow countrymen, and counted members of all races among his friends and colleagues.

Dwarves are less than common in Ustalav, yet the proximity of Darkon to the Immortal Principality means that there is steady trade between the miners, weapon-smiths, and brewers of the dwarven stronghold and the large urban ports on the Nocturnal Sea. Stout folk native to the land can generally be found in the mining-rich counties of Barstoi and Versex, where they often hold influential positions in local salt and tin mines. While many dwarven traders and tradespeople find themselves most accepted in the metropolitan centers of southern Ustalav, some venture into the more provincial and sometimes prejudiced counties in the east to answer the silent call to stand vigil against the Caliban hordes of neighboring Bel Zen Wastes. Though natives of these regions are generally suspicious of (and sometimes even outright hateful toward) non-human visitors, those who take the time to get to know their dwarven neighbors often come around to their foreign ways, appreciating them for their hardiness and staunch pragmatism.

Elves are uncommon in Ustalav, especially outside the cosmopolitan capital of Caliphas or the nation’s many centers of learning. Even the oldest living elves are too young to remember the reign of the Whispering Tyrant, but elven memories are long and current elders recount tales of their parents’ generation joining the ranks of the Shining Crusade to drive Tar-Baphon’s armies from the banks of the Nocturnal Sea. As such, many young elves venture into the Ustalavic countryside, hoping to uncover long-buried mysteries or even to see the land where a not-so-distant ancestor perished. Some elves find themselves subject to deep-seated prejudice from Ustalav’s primarily Varisian inhabitants, who collectively—if subconsciously—hold a prejudice against elves for their connection to magic and the fey, a reminder of an unseen world.

Ustalav isn’t home to any notable gnome settlements, and the inhabitants’ general superstition makes them wary of gnomes living among them. That said, Ustalav is a strange place, and gnomes from around the core often travel there to see its bizarre sights and sometimes even more bizarre citizens. Particularly charismatic gnomes have been known to embed themselves with a traveling caravan of Vistani, performing an agreed-upon task in exchange for being led throughout the countryside to see the inspiring sights and experiences within. Similarly, some gnomes find themselves accompanying altogether different caravans: traveling circuses. In these cases, their freakish companions often provide enough inspiration to stave off boredom, while the gnomes themselves occasionally exploit their people’s rarity by going on display for gawking rubes willing to pay to see a “freak” or “captured fairy.”

Half Elves
Half-elf populations are always small throughout Ravenloft the largest groups appear in Sithicus and Darkon, and this remains true in Ustalav. Minute numbers of such half-breeds can be found in Ardis, Caliphas, and Karcau, though isolated individuals are scattered throughout the nation. The superstitious and uneducated population of rural Ustalav frequently see the pointed ears, inhuman eyes, and fair features of half- elves and mistake them for changelings, tieflings, Dhampirs or other more monstrous half-humans. Such folk then make the offenders’ lives difficult, sometimes even running them out of town. Thus, native half-elves are cautious, and often do their best to disguise their elven traits (see the integrated alternate racial trait in the Advanced Player’s Guide.) Half- elves from other parts of the world are prone to wandering, however, and many find themselves in Ustalav on their way somewhere else or as a final destination, believing the ancient land may hold some answer they seek.

(What are Calibans? The following is an excerpt from the Treatise of Calibans by Dr. Lorrimor
“Caliban is the common scientific name for a member of this varied race. Caliban is a bastardized form of the Mordentish word “cannibal,” which means “one who devours the flesh of his own kin.” Contrary to the popular belief in some domains, most calibans aren’t the vicious, wicked monsters their hideous appearance suggests they are.
To most of the ignorant population, however, they are simply “the hidden,” “freaks,” “monsters,” or even “demons.” Humanity has little tolerance for those who are different than the common man, and a caliban is most often either a social outcast to be hidden away or abandoned by shameful human parents or is actively persecuted and hunted down like some beast or criminal due to what he is. Most commoners don’t even recognize calibans are a separate race, instead viewing them as horribly deformed humans in the best case and demons in mortal skin in the worst.
Even we, the misunderstood practitioners of the exalted Art hounded by the ignorant folk, cannot truly understand the sheer fear and hatred calibans are faced with in most realms. As a result, they learn to rely only on themselves and often become the very monsters they were said to be. Humanity itself can oftentimes be the worst monster of all.
Calibans were once normal human babies, who were deeply deformed in body or mind while still in the womb.”)

Calibans are an extraordinary sight in Ustalav, and outside the seedier side of Ustalav’s many urban centers, Calibans are most often found along the nation’s western border. The Whispering Tyrant ruled Ustalav for nearly a millennium as master of the vast Caliban hordes of Bel Zen, and even hundreds of years after the Shining Crusade defeated him and drove his armies back into the wastelands, the residual bloodlines caused by generations of Caliban attacks on human settlements still pop up in even the most prestigious of families. Though Vistani are typically capable of defending themselves and wary of outsiders, some vulnerable caravans have been known to hire the occasional caliban guard to ensure that they have the brawn on hand to counter any unexpected resistance from the nation’s darker denizens. Despite this, calibans are seen as monsters by most Ustalavs, and a Caliban in any Ustalavic setting is often the subject of extreme prejudice.
If this race interests you I have a very large write up on them. Racial traits for the five breeds are here;
Caliban Traits (Banshee)

  • +2 Cha, -2 Con: Banshee Calibans are hauntingly beautiful and charismatic, but frail of body and often succumb to illness or the sword.
  • Medium-size.
  • Unnatural Blood: Calibans gain Use Magic Device as a class skill, due to the fact magic literally flows in their bloodline.
  • The Hidden: Calibans gain Disguise as a class skill, as they skulk through society attempting to hide their deformities.
  • Deformities: Witch Fingers, Gaunt, Material Vulnerability, Pale, Twisted Organs, Witch Nipple, Backwards Eye, Double Irises, Eyes of Darkness, Swirling Eyes, Angelic Visage, Large Ears, Backwards Feet, Deranged, Magical Affinity (Any Bard or Necromancy), Eerie Whisper, Forked Tongue, Voice of Many
  • Automatic Languages: As Ravenloft campaign setting
  • Favored Class: Wizard (Necromancer) or Bard
  • Outcast Rating: +5- Calibans are always twisted and distorted in some which clearly marks them as inhuman.

Caliban Traits (Bestial)

  • +2 Str, -2 Int, -2 Cha: Bestial Calibans are powerful, but lack intellect or social finesse.
  • Medium-size.
  • Unnatural Blood: Calibans gain Use Magic Device as a class skill, due to the fact magic literally flows in their bloodline.
  • The Hidden: Calibans gain Disguise as a class skill, as they skulk through society attempting to hide their deformities.
  • Deformities: Claws, Extra Arms, Multi-Segmented Limbs, Suckers, Bones of Steel, Fur, Giant, Gills, Increased Metabolism, Membrane Wings, Rough Skin, Shedding, Spinnerets, Tail, Bulbous Eyes, Bloodshot Eyes, Horns, Great Nose, Large Ears, Frogs Legs, Gorilla Feet, Hooves, Quadrepad, Webbed Limbs, Magical Affinity (Any Druid), Forked Tongue, Frog Tongue, Projectile Vomit, Sharp Teeth, Unusual Appetite.
  • Automatic Languages: As Ravenloft campaign setting.
  • Favored Class: Barbarian or Druid.
  • Outcast Rating: +5- Calibans are always twisted and distorted in some which clearly marks them as inhuman.

Caliban Traits (Brute)

  • +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha: Brute Calibans are strong and very tough, but mentally they are lacking.
  • Medium-size.
  • Unnatural Blood: Calibans gain Use Magic Device as a class skill, due to the fact magic literally flows in their bloodline.
  • The Hidden: Calibans gain Disguise as a class skill, as they skulk through society attempting to hide their deformities.
  • Deformities: Extra Arms, Multi-Segmented Limbs, Witch Fingers, Aberrant, Bones of Steel, Giant, Hunchback, Increased Metabolism, Material Vulnerability, Obesity, Rough Skin, Rubbery, Short Neck, Skulk, Slimy, Toxic Blood, Twisted Organs, Witch Nipple, Backwards Eye, Bulbous Eyes, Bloodshot Eyes, Cyclops, Face of Nightmare, Great Nose, Large Ears, No Nose, Backwards Feet, Gorilla Feet, Webbed Limbs, Deranged, Magical Affinity (Any), Malformed Twin, Frog Tongue, Projectile Vomit, Sharp Teeth, Unusual Appetite.
  • Automatic Languages: As Ravenloft campaign setting.
  • Favored Class: Fighter.
  • Outcast Rating: +5- Calibans are always twisted and distorted in some which clearly marks them as inhuman.

Caliban Traits (Cannibal)

  • +2 Dex, -2 Cha: Cannibals are misshapen and constantly consumed with vile thoughts of lust and gluttony, but move with the grace of an assassin.
  • Medium-size.
  • Unnatural Blood: Calibans gain Use Magic Device as a class skill, due to the fact magic literally flows in their bloodline.
    *The Hidden: Calibans gain Disguise as a class skill, as they skulk through society attempting to hide their deformities.
  • Deformities: Claws, Extra Arms, Multi-Segmented Limbs, Suckers, Aberrant, Dwarfism, Gaunt, Hunchback, Increased Metabolism, Material Vulnerability, Membrane Wings, Obesity, Pale, Rough Skin, Rubbery, Skulk, Slimy, Spinnerets, Toxic Blood, Twisted Organs, Bulbous Eyes, Bloodshot Eyes, Eyes of Darkness, Face of Nightmare, Great Nose, Frogs Legs, Gorilla Feet, Quadruped, Webbed Limbs, Deranged, Malformed Twin, Eerie Whisper, Forked Tongue, Frog Tongue, Sharp Teeth, Unusual Appetite.
  • Automatic Languages: As Ravenloft campaign setting.
  • Favored Class: Rogue.
  • Outcast Rating: +5- Calibans are always twisted and distorted in some which clearly marks them as inhuman.

Caliban Traits (Witchspawn)

  • +2 Int, +2 Cha, -2 Str, -2 Con: Witchspawn Calibans are charismatic and intelligent but quite frail and weak, as their Arcane power seemingly drains their bodies constantly.
  • Medium-size
  • Unnatural Blood: Calibans gain Use Magic Device as a class skill, due to the fact magic literally flows in their bloodline.
  • The Hidden: Calibans gain Disguise as a class skill, as they skulk through society attempting to hide their deformities.
  • Deformities: Witch Fingers, Aberrant, Dwarfism, Gaunt, Hunchback, Material Vulnerability, Membrane Wings, Pale, Tail, Touch of Unease, Twisted Organs, Witch Nipple, Backwards Eye, Double Irises, Eyes of Darkness, Swirling Eyes, Angelic Visage, Face of Nightmare, Horns, Large Ears, Backwards Feet, Hooves, Deranged, Magical Affinity (Any), Malformed Twin, Mark of the Warlock, Forked Tongue, Unusual Appetite, Voice of Many.
  • Automatic Languages: As Ravenloft campaign setting
  • Favored Class: Sorcerer.
  • Outcast Rating: +5- Calibans are always twisted and distorted in some which clearly marks them as inhuman

As with elsewhere in the core, are not a large segment of society, halflings live and work alongside humans, ever in their wide and ambitious shadows. As with similarly statured gnomes, halflings may be found traveling the countryside as part of wandering carnivals or freak shows, on display for their miniature stature or performing as acrobats or jugglers. Nobles in the more urban cities of Caliphas, Ardis, and Karcau may look to the prosperous nations and follow their lead by employing halflings as servants, ever trying to emulate more extravagant societies. In the northwestern counties known as the Palatinates, halflings fleeing from the bonds of slavery elsewhere in the world see the emancipated citizenry as an example of the life they wish to live, free from both bondage and they live and work side by side with the free humans of the region’s peasantry.

Humans dominate Ustalav’s population, and among them most are ethnic Varisians whose ancestors also called the land home. Whether nobles clinging to the few drops of blood that grant them a claim—albeit a distant one—to the Ustalavic aristocracy, or stoic peasants struggling to make ends meet in the unforgiving countryside, heritage and history are incredibly important to Ustalavs. All modern Ustalavs feel directly connected through familial ties to the centuries of torment at the Whispering Tyrant’s hands and share an inherited acceptance of a life of struggle and suffering. Among the populace’s Varisian ethnicity are communities of nomads who travel as far as the western core or sail the Nocturnal Sea, and the wandering Vistani, who are scorned for their stereotypical unscrupulous ways. Both unsettled groups are typically considered backward and dangerous, and are thus treated as second- class citizens.
Half-Vistani (Giogoto)
Half-Vistani, or “giogoto” in the Vistani language, are the result of a union between a Vistana and a “giorgio” (any non-Vistani human). Unlike the other special races of Ravenloft, half-Vistani are entirely human. However, the traits they inherit from their Vistani blood separate them from normal men and women.
Love affairs between giorgio and Vistani are often torrid and brief. The cultural rift cuts deeply, so precious few giogoto ever grow up knowing both of their parents. Most often, the Vistana moves on in the night abandoning the child to the giorgio. Rarely, a giogoto child is raised by the tribe of its Vistani parent. In either case, the child may be cared for but is never truly accepted. The half-Vistani’s giorgio family may fear that the child will develop the peculiar talents of her Vistani kin, and since the giogoto is not fully “of the blood,” she finds herself unable to share the entire worlds of Vistani experiences.
Broken homes are the giogoto’s birthright. Many spend their lives haunted by their youth; a rejected child often matures into a sullen and withdrawn adult. It is no small matter to straddle the cultural rift of their birth, so most giogoto choose to adopt one culture over the other. Regardless of the heritage they favor, half-Vistani tend to be passionate and pessimistic individuals.
Half-Vistani resemble their Vistani parents, often inheriting their angular and aquiline features, eyes and hair of deep brown or black, and dusky or olive complexions. Of course, giogoto often exhibit traits of their giorgio heritage as well. Half-Vistani are capable of hiding their Vistani heritage from the giorgio, but such tricks fail against true Vistani, who can identify those who are “of the blood” with but a glance.
Giogoto are caught between two worlds; giorgio treat them like Vistani and Vistani treat them like giorgio. A half-Vistani’s outlook towards nonhumans usually mirrors that of their homeland, though it is not uncommon for them to be more accepting towards other “unwelcome” races such as calibans and half-elves.

Half-Vistani Racial Traits
• +2 Wisdom, -2 Charisma: Giogoto retain traces of their Vistana parent’s powerful sixth sense, but as outcasts, they lack the Vistani’s fierce ethnic pride.
• Medium-size: As Medium-size creatures, half Vistani have no special bonuses or penalties due to their size.
• Half-Vistani base speed is 30 feet.
• +2 racial bonus on Wilderness Lore checks. A giogoto inherits her Vistana parent’s affinity for nature. Provided fuel and some means of igniting a spark, half-Vistani can always light a fire as a standard action, even under adverse conditions (pouring rain, gusting winds, and so on). When wilderness survival depends on being able to start a fire, the half-Vistani racial bonus to Wilderness Lore checks rises to +4.
• Diluted Blood: For all special abilities and effects, half-Vistani are considered human, though they do not gain the extra feat or skill points standard humans receive. Only pureblooded Vistani can use special spells or magic items with racially specific Vistani powers.
• Moon Madness: A giogoto suffers from the lunatio during the full moon each month, her mind clouded by restlessness and anxiety. She cannot prepare spells or heal naturally during this period. On each of the three nights of the full moon, she must succeed at a Will save (DC 15) or run wild under the night sky.
• Recommended Feats: Alertness, Ethereal Empathy, Lunatic, Track, Voice of Wrath.
• Tribal Heritage: A giogoto character must select a tribe from the following list at the time of creation, reflecting the branch of her Vistani ancestry. (Further information on Vistani tasques can be found in chapter 5.) This tribe determines additional benefits and favored class.
Canjar: +2 racial bonus on Spellcraft checks. This bonus rises to +4 when attempting to learn new spells. Favored Class: Wizard.
Corvara: +2 racial bonus on Open Lock and Sense Motive checks. Favored Class: Rogue.
Equaar: +2 racial bonus on Handle Animal and Ride checks. Favored Class: Ranger.
Kamii: +2 racial bonus on any metal-based Craft checks (e.g., blacksmithing) With a successful Appraise check, Kamii can identify metals and determine where any metal item originated. FavoredClass: Rogue.
Naiat: +2 racial bonus on Perform checks. Naiat have a base Outcast Rating of 0. Favored Class: Bard.
Vatmska: +2 racial bonus on Heal and Profession (herbalism) checks. Favored Class: Cleric.
Zarovan: Racial bonus of (Idl0-ld4) to initiative. Roll at the start of each encounter. Favored Class: Sorcerer.

All eleven core and base classes from the Advanced Player’s Guide and Ultimate Magic have a place within Ustalav and, by extension, this campaign. While creating your character, use the following class overviews as a guide for how your chosen class may f it into the Adventure Path, and possibly as inspiration for a new character concept. In addition to background information, each class also presents some suggestions for customizing your character to best suit the coming campaign, both from core options and alternate class features presented in the Advanced Player’s Guide. Each write-up includes at least one possible way in which your character may have met Professor Petros Lorrimor, the man whose funeral brings you to Ravengro to begin the Adventure; use this suggestion in combination with the campaign traits presented below to build your PC’s background and hook her into the coming adventures.

Ever on the fringes of society, alchemists often gravitate toward Ustalav, where varied centers of science and academia disguise their eccentricities and odd research. Schools like the University of Lepidstadt, Caliphas’s Quarterfaux Archives, and Rozenport’s Sincomakti School, along with the ancestral libraries of Ustalav’s crumbling nobility and long lost crypts of the armies of the Whispering Tyrant, provide ample draw for alchemists from other lands to venture into the haunted land, hoping to learn advanced formulae and discover eldritch extracts. An alchemist may have met Professor Lorrimor at a center of alchemical study where he came to speak or at a library where the two studied ancient formulae together.
Recommendations: Alchemists’ great versatility allows characters of any bent to function well in this campaign, focusing their daily mutagens and extracts to the current situation. Those alchemists skilled in Knowledge (arcana), Perception, Spellcraft, Survival, and Use Magic Device will find particular use for their talents over the course of the campaign.

Ustalav is a fairly civilized nation where barbarians are stigmatized for their lack of refinement and adherence to traditional values. Many hail from tribes to the north and east, further adding to the prejudice. The Graidmere swamp outside Karcau also hosts its own xenophobic communities of unpredictable swampfolk, born from interbreeding between Varisians and mysterious, marsh-dwelling barbarians. Although Professor Lorrimor was a man of culture and academia, he nevertheless made many an acquaintance—and even a few friendships—with barbarians, especially when exploring and doing research in their native lands. Thus, wild warriors from all locations may have a place in the late professor’s will.
Recommendations: Barbarians of all types and origins might be summoned to Ravengro, but barbarians from the lands around Ustalav may wish to employ the Superstitious archetype. Barbarians attracted to the ancestral ruins that dot the land may also consider the Totem Warrior archetype. Suggested skills include Intimidate, Perception, and Survival.

Much of Ustalav’s countryside consists of rural farms and tiny villages, but it also contains some of the largest urban centers in the Nocturnal Sea. The antiquarian archives in Ardis; noble courts and aristocratic intrigue in Caliphas; Karcau’s world- famous opera; and other academies of theater, dance, comedy, and song all draw bards from across the sea. But even in rural areas, wandering performers, swindlers, and storytellers are common, and no Vistani caravan is complete without someone to distract a mark while the rest of the crew lightens his purse. In his travels abroad, Professor Lorrimor often sought the core lands on the off chance he needed a social introduction while in town.
Recommendations: Bards are incredibly versatile and can fill a number of campaign roles. Those who focus entirely on enchantment or mind-affecting effects may find some portions of the campaign challenging; at least passing skill in combat or the ability to magically enhance allies will come in handy. Good class archetypes include Archivist, Detective, and Magician. Suggested skills include Acrobatics, Bluff, Sense Motive, and Stealth.

Ustalav is home to numerous mounted warriors and dedicated crusaders. In the south, amid the Hungry Mountains, cavaliers and paladins patrol the scarred land looking for signs of the Whispering Tyrant’s lingering power. In the more lush, wooded areas of northern and western Ustalav, cavaliers of noble lineage participate in competitive hunts, always trying to prove their superior horsemanship. When exploring dangerous parts of the world or hunting for proof of legendary creatures, Professor Lorrimor often hired cavaliers to serve as escorts; many of these served him more than once, and he became very close to several.
Recommendations: Cavaliers make excellent team leaders and can be invaluable on the battlef ield in any adventure. The campaign will include a number of traditional dungeon crawls and urban encounters that may present a challenge to cavaliers with Large mounts, so having non- mounted combat options is recommended. Orders that work well in this campaign include the order of the cockatrice, the order of the shield, the order of the star, and the order of the sword. Suggested skills include Diplomacy, Climb, and Sense Motive.

Nomadic Varisians worship Desna almost exclusively, however most common Ustalavs respect her and Ezra but pay their truest homage to Pharasma. The Lady of Graves’ faith is particularly strong throughout the nation and has taken on an insular, fatalistic bent seen few other places. Many of her followers believe that they are fated to experience bad things and that their role is to endure and thus to achieve a fair judgment by their goddess upon their death. Professor Lorrimor was himself more interested in the pursuit of knowledge than matters of faith, but frequently met with religious scholars throughout the core lands, and always took a healer or two on his many archeological expeditions.
Recommendations: While clerics of any faith may find themselves summoned to Ravengro, priests of Desna, Iomedae, Ezra and Pharasma may find they have the closest ties to the events of the campaign. Clerics who specialize in commanding, destroying, or communicating with undead will be particularly effective. Suggested domains include Death, Good, Healing, Knowledge, Magic, Protection, Repose, Rune, Sun, and Travel. Suggested skills include Knowledge (religion), Sense Motive, and Spellcraft.

Ustalav is not a land known for its nature-priests, though their presence is more pronounced the farther from civilization one goes in the mysterious land. While native druids are less than common, adherents to the Green Faith often travel to Ustalav to examine the nation’s wastelands, both the residual taint of the Whispering Tyrant’s reign and the war-scarred expanse known as the Furrows. Many have the idealistic hope of ridding the nation of the foul stain of its former subjugator. These crusaders of the natural world are most prevalent in the southwestern region of the nation, in and around the Hungry Mountains. Savage druids also find themselves drawn to the ancient standing stones that dot the nation and the varied deadly beasts of the Shudderwood. When Professor Lorrimor had questions on various mysteries and oddities of nature, his druid acquaintances were often the first people he consulted, and many of them became close friends over the years.
Recommendations: Several portions of the campaign will take place in and around Ustalav’s many settlements, so druid characters may wish to consider the urban druid archetype from the Advanced Player’s Guide. Druids with a particular affinity for the blighted land of Virlych may likewise consider the blight druid archetype. Any animal companion native to temperate land environments would be appropriate for this campaign, particularly cougars, falcons, owls, and wolves. Druids who specialize in overland travel and tracking will also find their talents particularly useful. Suggested skills include Knowledge (Nature), Perception, and Survival.

Capable fighters can be found across Ustalav, whether as members of local militias, guards, bodyguards in the service of nobles, or trained hunters. Especially along the land’s border, members of the country’s wary military keep careful vigil, knowing that the greatest threats to the land’s people come from beyond, not within. The famed dueling fraternities of the University of Lepidstadt are also renowned for their traditions and the pride with which they train some of the most capable fencers anywhere. Mercenaries make a decent living because their talents are in such demand, whether as guards, caravan escorts, or personal bodyguards. Professor Lorrimor often found the need for protection or hired muscle, and over his long life, he held many fighters in his employ, both locally and abroad.
Recommendations: Fighters of any ilk will find themselves with plenty to do in this campaign, and any of the fighter archetypes presented in the Advanced Player’s Guide will serve well, Crossbowman, Free Hand Fighter, and Weapon Master being especially common. Suggested skill selection for this campaign includes Intimidate, Knowledge (dungeoneering), and Survival.

In a nation like Ustalav, which has suffered centuries upon centuries of torment and strife, people often have little to turn to but their faith. In the Immortal Principality, this sometimes takes the form of religious zealotry. An ever-growing sect of Pharasmin inquisitors maintain the puritanical belief that suffering is a punishment for the people’s misdeeds. These zealots frequently instigate witch burnings and are very suspicious of the arcane arts. Inquisitors of other faiths are somewhat less common, with the exception of Iomedaeans, who still scour the Ustalavic countryside for remnants of the Whispering Tyrant’s reign. Over his long career, Professor Lorrimor assisted a number of inquisitors by providing esoteric information and lore. Many of them came to him as a source time and again.
Recommendations: Inquisitors of any faith may f ind a role in this campaign, though those aff iliated with Desna, Iomedae, Ezra and Pharasma may feel the most connected to the events of the campaign. Useful skills include Bluff, Diplomacy, Disguise, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Perception, Sense Motive, Stealth, and Survival.

Masters of both spell and blade, magi constantly search for perfection of those arts. This blending of arcane and martial skill often marks them as different, and therefore not to be trusted, with the common populace. However, the siren call of Ustalav’s fabled centers of learning, the arcane legacy of Tar-Baphon’s rule, and a mercenary’s life all draw these individuals to the Immortal Principality. In Ustalav, magi might come from the ranks of the land’s baroque nobility, many of whom receive a motley education including both scholarship and swordplay, or who indulge eclectic whims. Agents of the country’s various rulers, power players, and organizations—like Thrushmoor’s Sleepless Agency— often cultivate a varied repertoire to help them face the nation’s innumerable and often mysterious menaces. Professor Lorrimor traveled widely in his exploration of the known world and encountered magi in the field as well as at the universities, archives, and monasteries he often frequented.
Recommendations: Characters with talent for both sword and spell will find a special connection to the events of this campaign. Magi of the Bladebound, Hexcrafter, Spellblade, and Staff Magus archetypes will all have equal opportunity to shine. Suggested skills include Intimidate, Knowledge (arcana), Knowledge (dungeoneering), and Spellcraft.

While Ustalav does not feature any world-renowned monastic orders, devotees of self-perfection and the martial arts can periodically be found traveling through the region—may have come from backgrounds of self- training, sportsmanship, or barbarity. However, Professor Lorrimor’s travels took him far beyond his native land, and he encountered monks in distant cities and isolated monasteries the world over. He fondly recounted his long philosophical discussions with aged monks in far away corners of the realms, and was rumored to have even imparted some of his esoteric wisdom to eager young trainees he encountered on teaching tours.
Recommendations: Monks’ strong defenses and versatility will prove useful in this campaign. Players seeking to customize their monks beyond the standard fare should consider the Hungry Ghost Monk, Ki Mystic, and Monk of the Healing Hand archetypes in the Advanced Player’s Guide. Suggested skills include Acrobatics, Perception, and Sense Motive.

Because the source of their divine powers is frequently misunderstood, oracles are often viewed with suspicion by Ustalavs, especially in particularly superstitious regions such as Barstoi and Versex. Despite their aversion to these spiritual conduits, when things turn grim—and they often do in Ustalav—oracles are sought out by villagers and nobles alike in need of healing, soothsaying, a medium’s talents, or other occult services. Many oracles from other lands travel to Ustalav to better understand their own nature, hoping the residual magic of the Whispering Tyrant’s rule or a lost tome in a forgotten library will enlighten them as to their divine purpose. Professor Lorrimor went through a period of intense study of oracles, during which time he met with many of them, working closely with several.
Recommendations: Oracles of all mysteries can take part in the Carrion Crown Adventure Path, but those of battle, bones, and life may find themselves particularly well-suited to the challenges the campaign will present. Similarly, oracles cursed with the haunted, wasting, and tongues curses may feel additionally tied to the themes this campaign presents. Suggested skills include Diplomacy, Knowledge (religion), and Sense Motive.

Few locations in the multiverse are as in need of paladins as Ravenloft. Whether one sets out to vanquish evil and eliminate any remnant of the Whispering Tyrant’s long reign or to heal and bolster the downtrodden Ustalavic citizens weary of their years of suf fering, there’s never a shortage of good to be done in the Immortal Principality. Non-native paladins frequently serve Iomedae, though holy warriors of Sarenrae and Ezra are also somewhat common. In his innumerable explorations, Professor Lorrimor uncovered several holy relics and was often accompanied by paladins of the aforementioned churches. He also had the opportunity to meet paladins while visiting religious archives throughout Ravenloft.
Recommendations: Paladins of any variety will find this campaign rife with evil to smite and innocents to save. The Undead Scourge archetype in the Advanced Player’s Guide is an especially good match for this campaign, though the Divine Defender, Hospitaler, and Warrior of Holy Light archetypes make good alternatives. Suggested skills include Diplomacy, Knowledge (religion), and Sense Motive.

There are countless threats in the wilds of Ustalav, and a character with the ability to hunt these menaces is highly valued. Whether serving as a guide on the wealthy’s hunts into the wilderness, stalking the ravaged countryside for undead or other monstrous nightmares, or pursuing a criminal on the streets of Ardis or Karcau, a ranger need not look far to find a niche in Ustalav. Time and again,
Professor Lorrimor consulted with rangers regarding terrain and wildlife while planning expeditions or preparing lectures, and he took the best of them with him on especially dangerous expeditions.
Recommendations: Suggested ranger archetypes for this campaign include Guide, Infiltrator, Skirmisher, and Urban Ranger. Good favored enemies include aberration, animal, construct, humanoid (human), and undead. Rangers with the favored terrains of forest, mountain, swamp, and urban will find their talents most useful during the course of the campaign. See the druid section for suggested animal companions. Suggested skills include Knowledge (dungeoneering), Perception, and Stealth.

With as many Half-Vistani on the streets and highways of Ustalav as there are, it’s not surprising that the nation teems with con artists, pickpockets, thugs, and thieves. No Vistani caravan is complete without a number of rapscallions ready to play their role in separating their mark from his money, whether through deception, quick fingers, or violence. Despite the myriad problems plaguing the people of Ustalav, many citizens see the actions of the Vistani as a pressing concern, and view members with warranted suspicion. At the same time, with as many mysteries and secrets as haunt the country’s nights, it often falls to skillful investigators, detectives, courtiers, and common folk familiar with the ways of the shadowed streets to bring the truth to light. Sometimes, in the course of exploration or research, Professor Lorrimor would hire a rogue or two to help defuse traps or procure difficult to obtain information, the most efficient of which he remained in contact with after the job was done.
Recommendations: Rogues of all sorts can be found in Ustalav, but members of the class with the Acrobat, Burglar, Cutpurse, Rake, and Thug archetypes are most common and will find their talents particularly helpful . Suggested skills include Disable Device, Knowledge (local), Knowledge (nobility), and Stealth.

The arcane scars on the land of Ustalav run deep, etched into the very fabric of the nation from centuries of rule by the Whispering Tyrant and his undead armies. As such, it isn’t uncommon for children born in the Immortal Principality to develop inherent spellcasting abilities as they mature. Near Virlych, where the Whispering Tyrant remains locked in his prison of Gallowspire, sorcerers often have an affinity for the undead, while the ancient barbarian ruins of Versex and Vieland are often blamed when sorcerers in the county manifest aberrant powers. Elsewhere in Ustalav, sorcerers exhibit signs of celestial influence, perhaps a residuals effect of the forces of good that battled the Whispering Tyrant in the Shining Crusade. Many sorcerers manifesting these and other bloodlines travel to Ustalav to plumb its ancient arcane mysteries for some idea of their own origins, and for many years Professor Lorrimor was one of the most sought after experts on the subject.
Recommendations: Sorcerers of the aberrant, arcane, celestial, destined, and undead bloodlines will fit particularly well in the campaign, though no bloodline would be a poor fit. Players who wish to use bloodlines from other sources may wish to look into the dreamspun and starsoul bloodlines in the Advanced Player’s Guide. Another source would be the Pathfinder book of Horror. Suggested skills include Bluff, Intimidate, and Knowledge (arcana).

Suspicion and superstition are rampant in Ustalav, and summoners often face the worst of both. Seen as cavorting with strange and evil forces (not to mention their often bestial eidolons), summoners typically have a difficult time existing within Ustalavic society. Those few summoners who do live in the region are often hermits living alone in the wilderness or cloistered academics who rarely venture from their libraries into public. Given the nation’s varied, unspoiled wildernesses and nearness to the even denser wilds of the north, many summoners in this region tap into the weird powers of the First World, calling forth never-before-seen fey-like creatures from that infinite potentiality. Alternatively, strange dreamers reach out across the gulfs of space and the planes to command unnameable beings, garnering their service, but perhaps also the scrutiny of other unknown entities. Professor Lorrimor was known to hold a number of summoners in high regard, men and women he consulted on planar matters, and who in turn approached him with particularly vexing questions of their own.
Recommendations: Summoners with eidolons of all shapes and sizes will function well in the campaign, though roughly humanoid eidolons will blend in better in social or urban situations. Summoners are likely to receive the most benefit from ranks in Knowledge (arcana), Linguistics, Spellcraft, and Use Magic Device.

In most parts of Ravenloft, witches are outcast for their strange connection to powerful forces others can’t understand. In Ustalav, however, witches serve an important role as rural healers and spiritual leaders, sometimes traveling between isolated communities where the beleaguered population has little choice but to accept their aid, despite rampant prejudice. Ustalavic witches are often associated with the ancient barbarian religion, the worship of a mysterious pantheon, and powerful ritual sites scattered throughout the region. Whether a witch’s patron is actually connected with these eldritch forces depends on the individual witch.
Recommendations: Witches in the campaign should have ample opportunities to utilize both their magical, mystical, and combat expertise. Any non-aquatic familiar will work well in the campaign,
though players may find that bats, cats, foxes, owls, rats, ravens, vipers, and toads fit well in the misty haunts of Ustalav. All patrons will work equally well within this campaign. Suggested skills include Knowledge (arcana), Knowledge (nature), and Spellcraft.

Ustalav’s legacy and identity are inseparable from the fact that Ustalav was the cradle that spawned one of the most powerful wizards of all time, the dreaded Whispering Tyrant, Tar-Baphon. Although he was long ago imprisoned, the arcane lore amassed by his servants and the crusaders who rallied against him remains alive in modern Ustalav, albeit often buried in dusty libraries and tombs scattered across the land. Many wizards travel to the region in search of ancient lore or artifacts or to teach or study at the various universities and isolated monasteries that dot the countryside. Himself a devout scholar, Professor Lorrimor found it easy to relate to wizards, and he held many as close friends, colleagues, and competitive rivals.
Recommendations: While wizards specializing in any arcane school will find the opportunity to shine in the campaign, those who devote their study to abjuration, divination, evocation, and necromancy will fit well with the themes and plot of the campaign. Enchanters and illusionists may find that many of their talents go under used throughout this campaign. Wizards who take familiars may consider any of the options in the core rules as appropriate. Suggested skills include Knowledge (arcana), Knowledge (planes), Knowledge (religion), Linguistics, and Spellcraft.


Character traits are essentially half-feats that help customize a PC’s background and tie her to the themes and events of a particular adventure. Each character should begin play with two traits, one of which may be selected from the Carrion Crown campaign traits below. For general traits, see the Advanced Player’s Guide or the Character Traits Web Enhancement, a free pdf download available at Additionally, most Pathfinder Player Companion supplements contain racial, regional, and faith traits unique to Golarion and suitable for use by all pathfinder PCs.
Campaign traits are tailored to a specific campaign and give your character a built-in reason to begin the first adventure in a new campaign. Campaign traits assume a lot more about your character’s backstory than do normal traits, and they are meant to help serve as inspiration for a player working to create a detailed and interesting history for her character. You have a certain amount of leeway in adjusting a campaign trait’s expected backstory once you’ve selected the trait that’s right for you; just be sure to get your GM’s approval before you run with a modified history.
All of the following traits revolve around ways characters may know the late Professor Petros Lorrimor, whose funeral draws them to Ravengro, and whose final will and testament launches the campaign.
Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

Subject of Study: Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run- in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign.

Inspired by Greatness: Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the influence and impact of your idol. Choose one spell you can cast. From now on, you always cast this spell at +1 caster level.

Making Good on Promises: At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. Assuming the old man had either forgotten about you or died, you eventually assumed you’d never have to follow through on your end of the bargain. When you received word of the professor’s death, and that he had named you specifically in his will, your dread of what he could possibly want from you has grown throughout your entire journey to Ravengro. Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.

On the Payroll: Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benef ited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best.
Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.

Teacher’s Pet: Professor Lorrimor traveled the entire core region lecturing and teaching at universities in locations as far-flung as Lamordia and Sri-Raji, and as different in scope as the bardic colleges of Skald and the battle colleges of the Darkon. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill

Lanterns in the Mist- Players Guide

Lanterns in the Mist bearonthetrail