The Realm of Darkon Geographic Location in Ravenloft | World Anvil

The Realm of Darkon

Ecology

  Darkon resides within a temperate climate and experiences all four seasons with extreme weather such as scorching heat waves in the summer and ice storms in the winter. Spring and Autumn, though decidedly more pleasant, are brief.   Darkon sits between two seas - the Jagged Coast which leads into the Sea of Sorrows on the western coast and the Nocturnal Sea on the eastern coast. The ecology of Darkon includes valleys, rivers, mountains, hills, wetlands, forests, and coastline.   Travel in the Domain is mainly on cobblestone roadways, many of which have been recently repaired after the devastating effects of the Requiem. Boat travel across the webwork of river systems that flow mainly from the Vuchar River to the west is not as common as it was in the days before the Requiem as no one wishes to pass through the dead city of Necropolis in which the Vuchar River runs through.  

Mistlands (Regiones Caliginosae)

  The Mistlands is made up of a narrow band of mist shrouded lands in northeastern Darkon. The Misty border in this region is constantly fluctuating, its tendrils known to drift many kilometers from the source. Pockets of Mists form in random locations here and many believe they conceal goblyns that plague the area. The landscape is made of hills and forest glades. Sunlight is inconsistent and as such these areas are dominated by numerous species of moss and lichen with small sickly yellow patches of grass struggling to survive.   The populace of the Mistlands are dominated by Elves and one can see the elvish influence in the buildings of the settlements of Neblus, Nevuchar Springs, and Sidnar. Folktales from the Mistlands often involve travelers roaming into the drifting Mists to never be seen again. Perhaps, it is this reason why residents of this area always ensure they are behind closed doors when a thick layer of Mists descends over their townships.   Fauna: The Mistlands are mostly settled areas, resulting in wildlife that survive well near or within humanoid settlements. Small prey species (rabbits, voles, songbirds, rodents) range throughout the Mistlands whereas bats, swarms of insects, and amphibians are more common near bodies of water.   Flora: Species that favor the damp, dark environment of the Mistlands such as moss,lichen, and fungus, are quite common in this region. Forest glades are dominated by species of dry sedges, grasses, flowers and deciduous trees.   Neblus   Neblus is small cosmopolitan village of the Mistlands located along shores of the Nezron River on the northern Misty border of Darkon west of the Lake of Lost Dreams. Neblus was built on top of an old graveyard and many of the tombstones were recycled to construct the buildings. Remains of these tombstones can be seen in the cobblestone streets and stone buildings of the village giving the entire settlement a rather macabre aesthetic. The largest building in Neblus is the Shrine of the Spirits, a large dome-shaped temple devoted to the Eternal Order.   Population: 2,900 (53% elves, humans, half-elves, halflings, gnomes) Inns: Dreamsong   Nevuchar Springs   Nevuchar Springs is located in northwestern Darkon within the Vale of Tears where the Vuchar River flows into the Nocturnal Sea. The town was constructed over a number of hot springs and is known for its luxurious, healing baths.Patrons from across Darkon are known to visit the Springs for its natural healing properties, though it has become less fashionable since the Requiem. Some say the springs now have the opposite effect on their Patrons.   Nevuchar Springs is also home to the Riverview Rest, a large inn many visit to relax and take in the natural scenic beauty of the Vuchar River. It also houses the elvish medical library, Library Pharmacologae. Oddly, some of the texts are said to have been tainted with necromantic passages which the librarians refuse to take credit for.   Population: 1,100 (89% elves, humans, halflings, half-elves) Inns: Riverview Rest   Sidnar   Sidnar resides in the Mistlands on the banks of the Khoury River near Lake Korst. The population of Sidnar is mostly elven, which is reflected in the elegant architecture seen throughout the village. A massive bridge, known as the Brooding Bridge, is the only way to travel to Sidnar without having some means of flight. The Brooding Bridge is made of dark, almost black granite with numerous stone gargoyles perched upon the bridge’s railings and archways. At the center of Sidan is a tall astronomy tower where astronomers versed in the art of Divination watch for auspicious signs among the stars. Some say there is an elaborate underground city beneath this tower, but nothing has been found.   Population: 1,400 (elves 64%, human, dwarves, halflings, gnomes, half elves) Inn: Wormschild’s Precipice  

Vale of Tears (Vallis Lacrimarum)

  The Vale of Tears resides within the Vuchar River Valley in the eastern heartland of Darkon. The area mainly consists of farmlands and orchards. Since the Requiem, the Vale of Tears has become a hunting ground for the undead population of Necropolis. Though Azalin has set up guards to protect the people of the Vale, the constant fear and paranoia of the populace in the Vale has changed the lifestyle there with many lone homesteads and large fields abandoned.   The main settlements of the Vale of Tears include the halfling dominated village Degalia, and the human dominated villages of Maykle and Karg.   Fauna: Similar to the Mistlands, the Vale is home to small, prey species that can live near or amongst humanoid populations.   Flora: Darkon’s famed somnos plants grow in most shallow, stagnant pools within the riparian zones of Darkon’s rivers, but are most commonly found in the Vale.   Delagia   Delagia is a small fishing village located on Lake Korst in the eastern Vale of Tears. Halflings of Delgia have created burrows made of intertwined sticks, the foundation of which resting on the bottom of the lake. They have also crafted large fish reefs under the water where they raise and farm native fish species. Atop these man-made reefs are dock-like platforms that resemble narrow roadways over the lake. The waters are warm year round from the inflow of the Foaming River which brings in the warm waters from the Mountains of Misery.   Delagia is a relatively peaceful village, though it citizens are occasionally disturbed by an unknown creature that lurks in the depths of Lake Korst.   Population: ~1,500 (halflings, humans, elves) Inns: Boatman’s Friend   Maykle   Maykle is a small riverside community in the Vale of Tears constructed around a natural harbor on the Vuchar River. Since the fall of Il Aluk during the Requiem, the transfer of produce via river boat has been mostly cut off resulting in significant decrease in Maykle’s residence. Recently Azalin has funded a project to divert the waters from Vuchar River that currently into Necropolis and there is some hope that this effort will allow river travel between eastern and western Darkon once more.   The folks of Maykle are known to be quite eccentric. Some believe this is caused from the river gas that develop front inflows from the Foaming River and others, perhaps more imaginative, say that invisible devil's whisper in the citizens ears. A far more likely cause for these rumors is the fact that Maykle is home to the largest sanatoriums in Darkon, the Clangor Asylum which houses over 100 patients.   Population: 2,600 (human 59%, elves, halflings, dwarves, gnomes, half-elves) Inns: Serenity House   Karg   Karg resides northeast of the Boglands in the Vale of Tears. The village is prosperous and sustained by the bountiful farmlands that surround it. The people of Karg enjoy a cosmopolitan atmosphere and open-air marketplaces are set up throughout the year selling various types of trade goods from fresh produce to fine linens. Karg is known for their silos in which vast quantities of wheat are stored as well as their breweries. Though, perhaps the most famous building in Karg is the one none dare speak of - the black-bricked building known as the Black Hole where the Kargat keep their prisoners.   Population: ~8,500 (humans 52%, elves, halflings, dwarves, gnomes, half-elves) Inns: Old Mill, Amber and Gold, Market Hostel, Stranger’s Haven  

Mountains of Misery (Montes Infelices)

  The southeast region of Darkon is known as the Mountains of Misery dominated by terious jagged rock formations and the two volcanic mountains, Mount Nyid and Mount Nirka. This region was named after the tale of two dwarven princes, Nyid and Nirka who both died during a bloody war caused by their disagreement on who should inherit the throne. From the shores of Lake Korst running to the south, the terrain ascents from rugged foothill to jagged ridges and tall mountains. The mountain range is surrounded by badlands that spread out far into the west. Within this area are the dwarven-dominated settlements of Tempe Falls, Mayvin, and Covia. To the southeast of the Mountains is a blasted, rocky wasteland with weeds and frail shrubs making up the scarce vegetation in the area.   Mount Nyid and Nirka are constantly threatening to erupt, with plumes of sulfurous smoke clouding the skies of the Mountains of Misery and occasional tremors plaguing the residences of the area. Local folklore tells of a legend in which the two mountains suddenly appeared in the Darkon landscape overnight when two crown princes, Nyid and Nirka, slew one another as they fought for their father’s crown.   It is said that the shadow dragon, Ebb, makes her home in these mountains. However, others believe she resides in Castle Avernus, having served as a mount for King Azalin. Other tales speak of the ruins of a forgotten monastery entombed within the caverns of Mount Nirka protected by the remains of an old spell that turned the stain-glass of the church into formidable guardians. Lake Temporus resides in the northwestern region of the mountain range and visitors report that it’s shores are surrounded by animals drinking from the shores of the lake, their bodies immovable.   Fauna: Life is sparse on the Mountains of Misery, though rumors indicate that a large nest of giant spiders make their home within the caverns of the under mountains.   Flora: A scattering of evergreens and leafless shrubs cling onto the mountains, their roots exposed from years of erosion. A rare flower with beautiful red and orange petals, the Nirka lotus, only grows along the caldera at the top of Mount Nrika.   Corvia   Corvia is a mining village located in the northwestern corner of the Mountains of Misery. The dwarves hallowed out dwellings within natural rock formations that are hundred of meters high. Corvia is known for their crafting of fine jewelry and the trading of precious metals and gems. The famed Whistling Tower, named after the mournful whistling tone it makes when a heavy wind passes through it, of Corvia is made of porous volcanic rock too fragile to shape into homes or shops and has been left as is. Local legend states that the Whistling Tower’s song is only heard when someone is about to die.   Population: ~4,400 (75% dwarves, gnomes, humans, halflings) Inns: The Silver Mistress, Obsidian Heart   Mayvin   Mayvin is located in the Mountains of Misery Region along the Corvus River. Most dwellings have unique designs as the gnome residents are constantly inventing new time saving devices, which gives the whole village a rather whimsical feel. At the very heart of Mayvin is a massive tower known as the Clockworks, which was crafted to resemble a cuckoo clock. Every hour the massive bessl of the Clockworks rings and a unique carved wooden and metallic figure is seen dancing at the head of the giant clock. Though, ever since the Requiem, it has not been keeping time as well as it once had and a few of the dancing figures have gone missing. Was it a prank or did they manage to get up and walk away on their own?   Also located in the center of Mayvin is the Patent Hall where inventors register their devices. These devices are fully functional, but used for display only. Unfortunately, some of the devices don’t realize their own function and have been known to work not exactly as intended.   Population: 1,500 (54% gnomes, dwarves, humans, halflings) Inns: Registrant’s Dormitory   Tempe Falls   Tempe Falls is a mining village made of solid stone buildings perched on the cliffs that overlook Tempe Falls within the Mountains of Misery Region. The misty spray from the falls creates strange, twisted, shadowy shapes to those that look upon them. To get to Tempe Falls, one must travel over one of the two large suspension bridges made of sturdy wood and rope. Locals have created stone aqueducts to bring in fresh water from the nearby river. Waterwheels also make use of the river and are used to crush and grind ore to obtain the precious metals and gems within.   At the center of Tempe Falls is an ornate fountain with beautiful engravings of elegant, long-finned fishes and merfolk. Despite this beauty, any who looks upon it is ladened with sorrow and it is said an old miner’s ghost haunts the structure. Just north of the fountain is Geraldin’s Gem Emporium, which sells exquisitely carved gemstones. These miniature representations of the various wildlife in Darkon are said to have a lifelike feel to them.   Populations: 2,500 (70% dwarves, gnomes, human, halflings, elves) Inns: Thundering Hearth

Boglands (Paludes Terrae)

  The Boglands of Darkon are made up of wetlands dominated by peat moss. Farmers will harvest the peat, which is used for fertilizer and heating. The only settlement within the Boglands is the human dominated village of Viaki.The Boglands are said to be a strange mix of negative and positive energies, creating some of the most unique and dangerous features found in Darkon. The eastern Boglands are made up for withering and dead vegetation, the waters here are said to be so saturated with salt that they are undrinkable. Locals say the area cannot support life and that bodies buried beneath the waters tend to come back as the mindless undead.   Whispers from those brave enough to enter the Boglands tell a tale of strange creatures made of different traits from multiple species surrounding the lands of Stagnus Lake. These creatures are said to be dangerous, but tales of people encountering these creatures are scarce and unreliable. Other notable dangers in the area are the swamp gases which can build up to levels too toxic to inhale and are considered to be highly flammable.   Fauna: Besides the monstrosities around Stangus Lake, the living portions of the Boglands are populated by all matters of songbirds, rodents, mammals, amphibians, and reptiles.   Flora: The Boglands are made up of swamps thick with large, ancient trees covered in moss and fungi and stagnant waters covered in layers of algae. Root vegetables that grow within the Bog Lands are misshapen and it is said those that consume them suffer from a shapeshifting curse not entirely unlike those inflicted with lycanthropy.   Viakl   Viakl sits on the only land able to support a settlement in the Boglands, the rest of the ecosystem is too wet to allow for any longterm settlements. Though the population here is large compared to other settlements in Darkon, it still has a very rural feel to it with homes consisting of small sod-and-thatch huts and livelihood mostly made from harvesting peat moss.   Viakl is home to a small amusement park in an attempt to attract visitors. This area of the town includes a few run-down inns, museums displaying strange creatures in cages or preserved jars, a decaying and moldy merry-go-round with various carved wetland creatures (frogs, salamanders, alligators) instead of horses, an outdoor theatre, and tea houses with local fortune tellers.   Population: 8,900 (76% humans, halflings, elves, dwarves, gnomes, half-elves) Inns: Manticore’s Tongue, Mosscloak,Toadsfoot, Clearwater  

Forest of Shadows (Silva Umbrosa)

  The Forest of Shadows in an almost impenetrable wilderness with the thick forest canopy allowing little sunlight to reach the forest understory, which is dominated by thorn bushes and half-dead shrubs. Trees in the area are mixed broadleaf species (e.g., oaks, maples, ash, beech) with coniferous pines dominating the colder regions. The dark, gloomy atmosphere of the forest leads to some interesting folklore. Villagers that dwell in the two main settlements, Nartok and Rivalis, along the western border of the forest tell tales of ash-dappled unicorns and ghost trees moving through the forest understory. Others insist that a stone circle resides at the center of the forest where werewolves gather during nights of the full moon. Another story speaks of the Whistling Fiend roaming the woods, his haunted whistling heard through the understory, yet no one has seen its source. Though these rumors may be untrue, it is widely known that the Forest of Shadows is plagued by a group of bandits led by the halfling Galf Kloggin.   A number of estates and manors are located along the border of southwestern Darkon. These areas were awarded to Darkonians by King Azalin for exemplary deeds performed on behalf of the state. South of the King’s Highway in the wilderness is Azalin’s seat of power, Castle Avernus. It is said the shadow of Castle Avernus falls across the entirety of Darkon though such statements are likely more poetic than factual.   Fauna: The wildlife of the Forest of Shadows is quite diverse. Wolves prowl from the shadows of ancient trees as broad-winged hawks, songbirds, and woodpeckers flit amongst the tree branches during the day. Squirrels, racoons, opossums, porcupines, foxes, bears, deer, and elk are common and hunted for their pelts and meat by Darkonians brave or perhaps foolish enough to explore the forest.   Flora: The Forest of Shadows has a variety of plant species making up three distinct layers of the forest - the forest floor, the middle layer of canopy, and the upper layer. The forest floor is covered in lichen, moss, ferns, wildflowers and other small plant life. Shrubs and thorn bushes make up the middle layer. Hardwood trees, dominated by oaks and birch, make up the top layer of the forest with a few conifer species scattered throughout. The dangerous, yet well-sought after “blood rose” is known to grow in thick patches around the base of dead magnolia trees.   Nartok   Nartoki is a moderate sized city with the Vuchar River to its west, the Forest of Shadows to its east, and the Misty border that leads to Domain of Falkovnia to the south. Nartoki is a cosmopolitan city, supporting marketplaces and architecture from the hodgepodge of cultures that inhabit it. Though many of its citizens support their way of life through the lumber industry by harvesting trees from the edge of the Forest of Shadows. Some brave the Forest and hunt animals for meat and furs to sell and trade.   Population: 7,500 (66% humans, elves, dwarves, halflings, gnomes) Inns: Veteran Arms,Season’s Turn, Crow’s Roost   Rivalis   Rivalis is located in the Forest of Shadows region along the Vuchar River between Lake Placid and Redleaf Lake. Located on a grassy plain, sheep and goat herders are quite common here. Trade with the neighboring Domain of Lamordia along the road to the west has increased Rivalis’s prosperity. The buildings here are mostly of halfling construction, with dome shaped burrows with round, brightly colored doors built into the hillsides.   The people of Rivalis tend to an enormous greenhouse called the Crystal Garden where they grow crops and flowers year round. After the Requiem, the Crystal Garden has become slightly dangerous, with some species of plant becoming sentient and malicious.   Population: 5,500 (78% halflings, humans, gnomes, elves, dwarves) Inns: Coachman’s Rest, Old Waypoint, Traveler’s End  

Jagged Coast (Litus Praeruptum)

  The Jagged Coast is located in the northwest region of Darkon with the only populated settlement located in the human-dominated port of Martira Bay. The area is made of steep, grassy hills that end in fractured cliffs that drop into the Sea of Sorrows. The constant pound of the surf upon the cliff sides has created fissures and flooded caverns along the bedrock, destabilizing the area. Sinkholes along the coast and inland for quite some ways are common occurrences. The constant erosion of the Jagged Coasts led to a local legion in which a race that lives under the waves is causing these seemingly natural shifts in the landscape in order to pull all of Darkon into the seas.   The waters along the Jagged Coast are rumored to house a variety of monstrous sea creatures capable of devouring whole families in a single snap of their jaws. The truth of these tales may only be known by the sparse populations that reside on the many islands along Darkon’s western coast. Tales of ghost ships and mysterious green lights hovering above the waves, flickering in the darkness as if to alert those ashore of dangers in the water’s below.   Fauna: Seabirds (gulls, pelicans, gannets, puffins) are present year round hunting in the treacherous waters from off the cliffs along the Jagged Coast. Seals and large otters are sometimes spotted resting on the small islands that dot the coastline. Fish followed by dolphins and whales migrate in and out of the coastal area on a seasonal basis with northern species migrating south during the winter and southern species migration north in the summer. The salt spray meadows along the Jagged Coast are inhabited by rare species of songbirds and butterflies. One species of butterfly, the black barbed butterfly, is only found within the salt spray meadows of Darkon. They are a rare species of nocturnal butterfly who’s iridescent black, ragged wings glow with a faint blue light on nights of the new moon. They are said to have rare magical properties for particularly dark necromantic rituals. These rumors have resulted in a severe decline in the butterflies population.   Flora: The cliffs of the Jagged Coast support a few species of hardy seaweed that are able to cling onto the rocks and sustain themselves despite the constant pound of the surf. The sea salt meadows are dominated by tall sedges, grass, reeds, and a few species of flowers with small petals that open and close with the tides.   Martira Bay   Martira Bay is a cosmopolitan city, a center of trade and commerce in Darkon known for its shipbuilding and textile industries. The health divide is at its most visible in Martira Bay with the poor living in slums along the waterfront and the nobility living in grand mansions on the hillsides that overlook the city. There are 8 distinct quarters in Martia Bay: the Waterfront (docks and taverns), West District (shipyards and slums), Guild Quarters (craft shops and trade North District (carpet and textile mills), Merchants Quarter (Marketplace), Government Square (law regulators and enforcers, prison, stockyards), East District (mansions), and South District (middle-class).   Well known landmarks of Marita Bay include the Black Tower in the West District (home of Baron Metus, a local philanthropist), The Government Palace and Temple of Eternal Balance within the Government Square.   Population: ~10,400 (60% human, halflings, elves, gnomes, dwarves) Inns: Widow’s Retreat, Siren’s Lament, Red Sails, Yawning Eddy, Captain Marlbrot  

Necropolis

  Necropolis was once the great city of Aluk Il, one of the most prosperous settlements of Darkon. The Requiem changed that, dragging Aluk Il and the surrounding farmlands into a vast undead landscape now known as Necropolis. Necropolis is a little more than four miles in diameter and is surrounded by an aura of negative energy known as the Shroud, which kills any who enter it and reanimates them as one of the undead. Necropolis is mostly urban with very little terrain.There are over 25,000 residents within Necropolis, all of them undead.   Only very strange plants, likely magically transformed during the Requiem or by the Shroud grow within Necropolis.Animal life is nonexistent, except in the form of undead livestock and wildlife that were either within Aluk Il during the Requiem or have wondered into Necropolis by chance.   The entity known as Death, shroud in a black cloak and cowl, rules over Necropolis. It is said that Death is an enemy of Azalin’s and will stop at nothing to see the Wizard King dethroned.  

Magical Phenomena

  Darkon was born from magic and darkness, which has seeped into the very land itself. Magical phenomena are quite common throughout the land, though it is difficult to separate the folktale from reality and only the most devoted of researchers may attempt to uncover the truth in the matter. Though, even the most intellectual minds find themselves perplexed by how and what causes these phenomena. Some say it is Azalin's doing, yet others believe it is simply the way the land is in Darkon. For why wouldn't the land be as magical as the day-to-day lives of the populace?  

Gravelights

  The most commonly known phenomena in Darkon are gravelights. These dim, phosphorescence hover above the ground where corpses are buried. The colors range from light green to dark blue and on rare occasions royal purple. They are most commonly seen over Darkon's cemeteries and are also quite common along the border the domain shares with Falkovnia. No doubt, from the many failed sedges of Falkovina's ruler, Vlad Drakov.  

Arcane Wellsprings

  Not as commonly known as gravelights are scatebrae or relatively small wellsprings of arcane energy. The reason for their appearance and predicting when they will form is a mystery to all who have studied them. The most common scatebrae cause fear in those nearby or dampen sounds, but tales of such springs causing memory anomalies and paralysis are discussed in hushed voices throughout Darkon, though more commonly within the Mistlands.   Darkonians are uncertain of the reasoning behind what they refer to as the "Darkest Night", but as far back as anyone can remember the moon is never visible in the sky on the night of the winter solace. Many believe that on this night the Gray Realm, the realm of the dead, is so close to the realm of the living that even a single candlelight can lead spirits of the dead to a living person's door. During this night, the Darkonians do not light a single candle as the priests of The Eternal Order invoke ceremonies throughout the night in order to keep the dead at bay.  

Memory Anomalies

  When an individual emigrates to Darkon and stays for a couple months will have their entire lives rewritten in such a way that they believe themselves to have always resided in Darkon. Native Darkonians know of this phenomenon, but rarely speak of and more often than not refer to those whose memories have been altered as “rediscovering their roots” for who would want to discover that their entire life is a lie? It is rumored that upon leaving Darkon, one’s memories are restored, but who can say if this is true or not?  

Ruler

  The Ruler of Darkon is Azalin, commonly known as the "Wizard King" or “The Rex”. Azalin rarely makes public appearances, though he is said to be an aged tall figure with hawk-like features on his thin face and a black iron crown containing a single large yellow gemstone at its center upon his brow. He favors long regal robes in red and black with matching capes and leather boots.   Azalin’s sigil, an ornate eye surrounded by golden flames, appears as far as his influence which is throughout the realm of Darkon. It is engraved over the gates of cities, worn as a symbol of devotion around the necks of those in high ranks of office, and fluttering upon banners that are displayed in all of the townships and cities of Darkon. Many display the sigil to show their unquestionable loyalty and in vain hopes of gaining favor of their ruler.   Azalin is an incredibly powerful wizard who has ruled Darkon for centuries, extending his own life through magical means. He rarely makes public appearances, though he is said to be an aged tall figure with hawk-like features on his thin face and a black iron crown containing a single large yellow gemstone at its center upon his brow. He favors long regal robes in red and black with matching capes and leather boots. Most of his subjects consider him to be a harsh, yet fair ruler. The proverbial “iron fist in a velvet glove”, though never in his presence. His rule is mostly unseen, yet everywhere. He rules through his secret police known as the Kargat. Darkonians know of the Kargat and fear them almost as much as they fear Azalin himself.   The Wizard King resides in Castle Avernus, a massive, solid structure of spiraling towers located atop a hill of broken rock within a wide clearing within the northern portion of the Forest of Shadows. The only visible defense on the castle are magical suits of armor that constantly patrol the bailey walls. There are various rumors surrounding Castle Avernus and many Darkonians believe it to be not only warded by Azailn’s powerful magic, but also a gateway to another world. The truth of these tales are likely only known to Azalin himself. Azalin holds seasonal Masquerades for Darkon’s nobility at his castle. An invitation is considered to be a great honor and something one must never refuse.  

Brief History

  Azalin’s rule was established in 579 BC when he and a group of nobles took over the kingdom from Darcalus. Darcalus was not well loved and where Azalin is considered stritch yet fair, Darcalus was considered to be harsh and cruel. Azalin’s rule has reigned uncontested until the Requiem occurred on the winter solace of 750 BC. Not only did the Requiem result in the complete destruction of the Aluk Il and transforming it into Necropolis, it also resulted in the disappearance of Azalin for over five years. Azalin’s Kingdom was claimed by many, including the entity only known as Death who rules over the undead of Necropolis. Upon his return, Azalin worked diligently on regaining his hold over the realm. It has been 10 years since the Requiem and Azalin’s reign is once more uncontested but there are many among the populace who question where he was when they needed him most and what is to become of them if he simply disappears yet again.  

Populace

 

Appearance

  Darkonians are a diverse people with no common physical feature makes them stand out against non-Dakonians. Races from across the various realms make their home in Darkon with most common being humans, halflings, gnomes, elves, half-elves, and dwarves. Due to this diversity, it is not uncommon to see a settlement with architecture from various cultures standing side by side such as a small halfling dwelling next to an elegant elven household. Darkonians hold a wide range of cultures and beliefs which tend to intermingle, creating a melting pot of diversity. One common belief held by the majority of Darkonians is known as the House of Ascension. It is said that Darkon was once a vast land controlled by the undead and one day they will return to reclaim their land from the living. Language is also very diverse in Darkon with the common language being “Darkonese”, but many citizens know at least one other language either from neighboring realms within the Mists or from their neighbors.   Commoners typically dress in practical, earth tone clothing such as tunics, breechings, skirts, and blouses. Nobles dress more flamboyantly in long, stylish cloaks, flowing robes, polished leather boots, and fine gloves of silk and velvet. During the cold seasons, most Darkonians wear long coats. The law enforcement throughout Darkon are easily spotted by the dark navy coats with wide black collars and cuffs that they wear over their armor year round.   Ornamental chains are worn to signify one’s allegiances to another for ranks of office and contracts of service. This tradition is also common in marriage where bracelets or necklaces are exchanged during wedding vows.  

Religion

  It is said that Darkon was originally named The Gray Realm and was created by Death for the dead. Death ruled the Gray Realm with their three horsemen that represented the three woes of the living: Sickness, Starvation, and Strife. Death alone possessed the knowledge of life and gloated over it. It is said that a spirit named Darkonos discovered Death’s secret and tricked them into revealing the “spark of life” which Darkonos stole for their own and became the first living thing in the Gray Realm. Death slew Darkonos for their treachery releasing the spark of life and creating the realm now known as Darkon.   The Eternal Order   The Eternal Order’s holy symbol is that of a hooded human skull. The Eternal Order is based on the Hour of Ascension in which it is said that the dead from the Gray Realm will rise and devour the Spark of LIfe that created Darkon and pull all living things back into the Gray Realm. The Eternal Order dictates that the dead must be shown respect to calm their rage. Blood rituals and sacrifices are often performed to appease the dead.   The Eternal Order recognizes two main holidays: The Festival of the Dead and the Darkest Night. The Festival of the Dead occurs in November and is a colorful festival in which revelers parade through the streets in gothic and morbid costumes to represent the retreat of the dead from the Spark of Life. The Darkest Night is held on the winter solstice in which the Priests of the Eternal Order maintain vigil the entire night, ensuring no lights are lit least they attract the restless dead.   In the years following the Requiem, the Eternal Order was left in disarray after the death of their High Priest and the disappearance of Azalin. However, in the last two year the Eternal Order has been making a steady comeback with an increasing number of worshipers appearing throughout the settlements of Darkon.   The Church of Ezra   The Church of Ezra’s holy symbol is that of a silver longsword superimposed upon an alabaster kite shield and adorned with a spring of belladonna. Ezra was said to be a mortal woman healer who sacrificed herself to the Mists to protect her people from the monstrous Legions of the Night. It is said that the Legions of the Night will pour out of the Mists to scour the world and only those faithful to Ezra will be spared.   The Church of Ezra is divided into four major sects, each devoted to one of the holy scriptures or the Books of Ezra. Priests of Ezra are typically defined as healers and defenders of the people. The primary holiday of this church is a large, joyous festival known as the Feast of the First Epiphany, which is observed on the first day of May.   The Church of Ezra was loosely established in Darkon prior to the Requiem and was able to exert itself throughout the land after the Requiem and the Eternal Order fell from favor. Now, the Church of Ezra is somewhat well-established in eastern Darkon, but worshipers combine the practices of Ezra with those of the Eternal Order.  

The Realm

 

Government

  Darkon is a feudal hereditary monarchy ruled by Azalin Rex from his throne in Castle Avernus. Each major settlement and their surrounding areas are governed by a powerful Overseer. These Overseers can set local laws, direct their own vassals, appoint magistrates, and control trade in their areas. Overseers and lesser noble families tend to have their own personal bodyguards and local militias are established to keep the peace. Azalin’s rule is absolute with the peasantry having to abide by their local ruler’s laws and Azalin’s and Overseers must abide by Azalin’s rule.   Throughout the realm, Azalin’s secret police, the Kargat, have the real control. They oversee everything and are said to be everywhere. The Kargat act as Azalin’s eyes and ears throughout Darkon, spying on the Overseers, nobility, and even on other realms. They carry out Azalin’s plans and are considered above all law except those directed to them by Azalin himself.  

Economy

  The settlements in Darkon trade amongst themselves as well as with other realms within the Mists that surround it. Though all matter of goods are created, traded, and sold in Darkon, the most common are crops, animal products, artisan goods, precious metals and gems, perfumes, ceramics, ships, furniture, and arcane knowledge.   Coinage: Darkonians refer to the various coinage as following: platinum pieces are known as “crowns”, gold as “skulls”, silver as “bones”, and copper as “chips”.  

Sources:

Secrets of the Dread Realms (3e) Ravenloft Gazetteer Vol II (3e) Ravenloft Core Rulebook (3e) Domains of Dread (2e) Van Richten’s Monster Hunter’s Compendium Vol 1 (2e) Ravenloft Boxset: Realms of Terror (2e) Grim Harvest Trilogy (2e)
by Azalin

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