Thursday, March 15, 2018

Ask The Editors

Question:

There are lots of other LARPs out there that seem to be competitors for Realms. What do you think Realms has as an advantage over those other LARPs and what do you think we could learn from them?


I haven't really played other LARPs. I mean I've made some brief excursions during practices, or at crossover events, but their just isn't enough of a draw for me to go to other LARPs. I'm more than busy enough with the Realms to get my LARPing fix. Why though? Well the Realms pretty much encompasses everything I'm looking for. It has highly competitive combat. It has the creative freedom to let me run mods and tell stories. It has old knighthoods with interesting cultural traditions and histories, new people are constantly coming in. And above all it's my family. I mean, I've said for years that ToC is my favorite holiday. That's not a joke. 

So what can the Realms learn from other games? I mean, again I think that I have to note my limited experience, but I hear a lot of people say the Realms could use an upgrade on immersion, but I think that's something as a community we’ve made strides in in the last year. But tips and tricks from other games is always good, so if you got ideas I want to hear them. 

-Keith “Saegan” Cronyn


Over the years, I have tried a few other LARPs, usually LARPS created by people who left the Realms.  I also have many friends who regularly play in other systems.  From what I have observed, most other LARPS are what I consider “RP Centric”, meaning they spend a lot more time and effort on story and immersion.  The Realms tends to be more “Combat centric”.  We started as a combat system that developed a world, rather than a world that developed a combat system to resolve conflict.

The advantage the Realms has over other LARPS is its flexibility to incorporate ideas and styles.  Because the EH has total control over content, we have the ability to see varying play styles and to showcase different types of creativity.  We can experiment with new weapons and materials.  We can try new methods of combat.  We are not tied into one person or a small groups idea of how the world works.. 

What we can learn from other LARPS is how better to coordinate and communicate between Event Holders.  To pool our creativity and resources to develop a more immersive world.    We tend to get locked into feeling we are alone with just our immediate friends, trying to put together events we ourselves would want to go to.  The more people and groups can work together, the more the over-all quality of our events can have.

-Steven “Therian” Matulewicz


I sort of fell into Realms, not knowing or understanding that I was playing a LARP until I was so far in that I couldn’t (nor did I want to) leave. So for me, Realms is more than a LARP, it’s my people, and that’s the way it always will be. I think what makes Realms stand out is that it’s accessible to a lot of people. It’s fairly inexpensive comparatively, and there are events practically every weekend. I do wish that there was more crossover with plotlines to keep the continuity that other LARPs have, but I wouldn’t sacrifice the mentality that anybody can be an EH and tell any story they want to have that continuity. I can’t keep track of the number of real-world skills that I’ve gained because I was able to be a Realms EH, but I can tell you that being supported by so many members of the community on my journey through the Realms has shaped me in more ways than I can possibly imagine even now. I think that each LARP is unique because of what it prioritizes. To me, Realms prioritizes the community above all else, and personally, I wouldn’t have it any other way.

-Lani "Gwen" Jones

Tuesday, March 13, 2018

Rub a Khali's Camel Races

by James "Rub a Khali" Murphy

Photo by View Staff

Good day, may your various gods, goddess, and spirits protect you and not set you in harm’s way. I have been asked to describe the camel races that took place at the feast of Cerwyden. Well I must warn you that transporting all the camels can be quite tricky. Be warned they spit.

One of the first things you must have are camels, more are better so as to not tire out any one camel. You also need someplace for them to race. Such as a track of some sort that has twenty two spaces arranged in a circle, with four thoroughfares for the camels to follow. Imagine four ovals that are nestled one inside the next. The next thing you will need is some way of determining how many spaces the camels can move each turn. I have infinity for ordinary playing cards, but dice could also be used.

Now betters can play this game one of two ways. Up to four people can pay gold to race one of the camels.

Other players can bet on which camel they think will win.

If only a single player is available the dealer can also provide a camel for the player to race against.

Next decide where on the track the camels should start from; call this the start/finish line.

Next as I like to use playing cards to determine how far the camels will go, I have to prepare the deck in a certain way. I make four piles of cards, each pile has ace through nine of one suite. So the first deck has ace through nine of Clubs, then Diamonds, Hearts, then Spades. It does not really matter which suit is used as long as each deck is only nine cards.

Next we are ready to race.

I collet one gold from each player who wishes to race a camel. (It could be five gold, ten gold the amount does not matter as long as it’s the same amount for each player.

Flipping over one card from each pile, I move the appropriate camel that many spaces. For example, a four is revealed the camel moves four spaces. You get the idea, if you don’t then maybe this game is not for you. May you be blessed in other ways.

Next each player then decides if they want to continue to race. Once they have made up their mind, each player will place a gold in their hand if they wish to continue or keep it empty if they don’t. I then ask all players to reveal if they are playing or not at the same time. I collect the gold from each player that wishes to continue, and retire the camels from the board that are not going to continue. The gold is added to the purse.

A new card is flipped for each remain camel and they are moved that many spaces.

This continues until camels have moved at least twenty one spaces around the board. The camel that crosses first or the camel that goes furthest after crossing in the event of multiple camels crossing wins. Now while I would give the entire purse to the winner if I could, but my wife and children would not look at me with respect if I did not charge something for this. My standard cut is ten percent of the pot with a one gold minimum if the pot is at least five gold. So if four players start, but three quit after the first round, I would award all four gold to the winner. I am not a rich man, and my children do require me to provide them food to eat and tents to sleep in.

Next sometimes two or more camels will cross the line at the same time, but will cross by the same amount. In this case one card is drawn for each and the higher card wins. And because sometimes the gods of fate like to show me interesting things I have also determined that if after all cards are exhausted and both players have continued to tie then I would award an amount of gold equal to the purse to both winners.

If a player decides not to race the camels but instead just to bet on which camel will win, then it will work as follows.  All bets must be put in before the race starts. If the player bets on the correct camel then they will win one for three on their money if four camels are racing. If only three camels then one for two. If less than three camels I cannot accept bets as there is no way for me to feed my starving children.  A good example would be four camels race, a player decides to bet on the camel “Bob” (bless his tasty heart). Bob wins; the player bet one gold I would pay him one for three gold. So the player would end up with three gold.

Into Castle Ravensloft, Part 2


(This is a re-post of a story originally written for the printed version of the View some 10-15 years ago)

Into Castle Ravensloft by Steven Matulewicz
[Editor's Note: click here to read Part I]

2

He called it, simply, The Vault.

In any of the texts left by the Guthrevyn family, he had never seen reference to it anywhere. He had found it a few years after Sir Gunnar walked off into Fairy to marry a Princess. Pyr had been mapping out the rooms, or what was left of them. He wanted to have a complete detailed map of Haze and the Castle. It may be useful, even necessary, one day. He was able to map the castle “easily”, but Haze itself will take a lifetime. And maybe someday he might find the village of Haze somewhere in the mists.

And so it was on one of these mapping expeditions he found The Room.

There was an alcove, just beyond the left hand bookcase when you enter the room. It’s not readily noticeable as an entryway, until you get to where Pyr had placed the chair. It was well hidden for an archway in plain sight. The door was narrow and the bookcase deep. There used to be a tapestry over it and Pyr had replaced it, being very careful to find some extra around the castle and store them, so if this one tore away, he could replace it with one just as old and worn.

Inside the alcove was, from foot to ceiling, small wooden compartments for scrolls, components, items that would either aid in casting or were items for research. Or so Pyr had observed. His best guess is this was the tame version of what was in the Vault, meant for idle dabbling or curiosity. He had a friend come through here with detections, disenchants… the whole lot. Nothing of straightforward magical or malicious intent lay on or in the compartments. There is a small desk in the center of the room. There are 9 symbols on it, one in each cardinal direction and one in the center. The average person would probably use the table ponder the objects in the compartments, not even thinking about the markings.

The table is, like so many things here, more than it looks like.

He faced the far wall, his hands on the table. touching the center symbol. He had never found anyone who knew what the symbols meant. So speculating either original or potential use (or re-creating them for any use) was out of the question. Assuming they were just part of the combination for the Vault was enough.

The wall of components in front of him slid into the floor. Behind it was a large metal door, which had the same 8 symbols on it, the ones he did not touch.

Now began the fun part.

Pyr quickly runs through the multi-step, multi-layered puzzle that allows you to try and find the combination for the door. It wasn’t easy at all. Finding how the solid wood table will allow you to twist each symbol, but only in a certain combination, otherwise they either reset, cause a trap to go off, or just outright kill you. You need to know when to flip it as well, revealing multi-colored gems. The combination and method was not straightforward, like one puzzle then the next.

Once done, the next stage occurs. You have a time limit to find 8 reflecting prisms in the cabinets within reach to your left and right. Each one works on only one positioned stone. The prisms are never in the same place as last time, even if you put them there yourself. However there is a pattern. Again, doing it within time and doing it in order is critical.

Then the final step: you have a light from every stone hitting the proper prism which reflects onto the proper rune on the steel door. Oh, and those runes are never in the same order either.

Now you are able to try the combination of the lock. The symbols loosen on the metal door and you can rotate the circular drums of each rune. Each drum has 10 runes on it (not 8). You not only need to get them in the right order, but you need to do it without stopping the combination in a way as to duplicate the runes. Bad things happen if you do.

Pyr had been lucky all that time ago: in one of the compartments, he had found a thick scroll explaining the process, what might happen when you screwed up, and the like. And they also recorded the number of tries... and deaths… of each step they took. Needless to say, they only got through half way of the combination lock, although they had discovered the “trick”

Somehow Pyr didn’t think they got inside.

Regardless, after only a few times working with the combination (which was painful only twice. He dodged what seemed to be the Disintegration Rune trap), he had memorized the sequence and burned the “map”. “When I die,” he thought, “no one should be able to go in here. Not if they value their soul.” Pyr was not afraid of what would happen to him: this place was his... "inheritance". But he was bent on making sure this place was forgotten when he went to the Summerlands for good.

Pyr snapped his mind back to the present. He finished the combination and the last tumbler clicked into place. The whole alcove peeled away, left and right, and a wall descended over the entrance. You were suddenly in a very spacious, high vaulted room. It was well lit with candles that never seem to burn out. There were stacks upon stacks of tomes, display shelves with items, some with glass around them; some displayed openly, parchments upon a few tables. It would compete well with any storehouse of learning.

And almost everything, every surface, was covered with red glowing runes. The tomes only have the spines glowing. The parchments just glowed on their own with no visible runes. And on the farthest wall from where he stood was a giant sculpture that looked like a monstrous demon was trying to pass through the wall into this plane. You could see the strain on its face, the one hoof, and the fingers of its left hand; part of its chest and of course its massive face, straining to pull the rest through. It is very clear it was a sculpture, because it was part of a fountain that sat below it on the library floor. Even from here, it is clear the fountain had once been bubbling with blood, not water, and that it sprayed from the demon’s jaws and into the fountain’s pool.

Pyr assumed someone thought it was beautiful, powerful, reverent, or funny. Pyr was betting on Funny.

The one aspect of this room that seemed out of place was a clear walkway without runes that went from the door to one of the desks, then to a string of metal, human sized doors on the right hand wall.

That small fraction of the room was what Pyr had been able to clear in 10 years worth of work. It was enough.

On the desk was a few disenchanted books written in common. There mostly were history about ER, once then Ravensloft, how the country functioned, maps of the out land, when what was built, who owed taxes, etc. Some were bits of Realms Lore, but usually just scraps. Like how to build a flesh Golem. Problem is you can’t build one without components that are not found in the Realms any more. So the spell was mostly useless. But it stayed in this place, just in case.

The metal doors were Vaults within the Vaults. There had been 5 vaults not sealed when he found them. Why ward something you haven’t used yet? And it was a path to them that had been made. Because it was there he stored his items.

And just so it is understood, "not sealed" does not mean "not Warded". There were instructions left on the opening and closing of the doors, with notes to "Lock" them some time in the future. Pyr never intended on finding out how to "lock" this or any other part of this room. What enchantments they had put on the doors was enough.

And what the King placed here were Evil items. Items too powerful to really exist in the Realms, items meant to be forgot. All of which had either been given to Pyr, or been asked to safeguard. And no one asked for them back. So they all go in here.

He pondered that unless the people that used this room tip-toed slowly around this place, casting protection after protection, they most likely had some kind of ward that allowed them safe passage through the room. Either a mark on their skin, or an item. Whatever it may have been, there was no record of it. Except maybe somewhere in the stacks.

He walked over to one of the vaults and placed his left hand on it, saying an incantation. The door opened.

Inside were several Items. The Staff of the Planes, that lets you go anywhere from anywhere. The Skull of Necromancy, which allows you to summon a virtual army of wraiths, vampires and zombies so many times in an hour. A Wish Coin, an Amulet that controls Goblins. An item that befriends treants. A wand of DeathWish, a Sword of Scalping, a piece of Minerva’s Chest, the known whereabouts and phrase one can use in the Seelie Fae to create a Wayland Bomb, some broken pieces of wood with some runes on them and a rotting Wayland blade, snapped in two.

In the middle of this vault is a small platform, about chest height. There is nothing special about it, or so it seemed.

Pyr took a musty brown bottle out of his backpack. There are some faded elfish runes on the outside, but it is unclear what it says. Pyr gently places the bottle on the stand. He had thought he would have need of it and had brought it down to Chimeron some months back. But now it was time to return it. Maybe some day it will be brought out again.

He closes the metal door and sighs. It’s a long way to come alone, and a long way to return. These trips are the kind no one can know about, or follow him. The ride is quiet. There is no sound save the slithering things in the darkness near the end. Everything else is a deafening stillness.

He looks around the room again. As many times as he has been here, there has been only one item that truly disturbed him deep inside. It is a silver mask that looks like a woman in her early 20s. It is on one of the desks on its side, like someone had been looking at it and had just put it down. The woman’s face is one of stoic power. The way it is angled on the desk that day, it is clear it is either a mask or a helm, but the how thin it is and the look on her face indicates it must be a drama mask. A drama mask that encases your head fully in steel. They are usually clay, but it is not uncommon or unusual.

The Mask of Achlys.

There were several things slightly wrong with the mask. The first was that it was in a different position every time he came. Today it was looking at the stack of books. That was not uncommon either in the Vault: there were many objects here that shifted positions when you were either not there, or you were not looking.

The second is there was no dust around it, no decay. There is a scroll near the mask: the part nearer the mask was whole and almost new. The other was yellow and black with dust and age. The perceptible ring around the mask was only marred by a single drop of blood that hung on the forehead of the mask. It wasn’t easy to see, but after being here many times and viewing it from many angles, it becomes clear. Because the blood is fresh against the silver sheen.

Third was the skeleton on the floor just in back of the desk it was on. This is a place of evil, sure. And there were many body parts around. But they were on display. This was some kind of researcher left on the floor. So it begs to question what happened with this mask that was so frightening to those powerful evil mages who used this place that they would not clean up the body in one way or another? He was sure there had to have been other accidents or experiments. Why this one?

Fourth was the slight wind. You could see candles and paper around it blowing towards it. Not a torrent, just enough to ruffle the paper.

The man/ mage must have been seeking some kind of revenge for what the mask had done, Pyr surmised. And in that stupid mistake of rage a powerful curse came out of it. One so horrible and undoable the Wizards let the mask and the body be.

There were many, many items of great and “stupid powerful” items here. But he was sure it was the worst.

But most importantly the items in the Vault were dormant, waiting to be activated.

Except this one was still “on”. And it’s the only other place/ item not warded.

The mysteries here were always oddly interesting to ponder. What was the power or curse of the coin balancing on its edge in one of the display case? Why was a small bronze frog statue in a well secured cage covered heavily with the magical wards? Why was one of the books occasionally removing itself from the shelves and placing itself somewhere else in the stacks?

The ultimate lesson he believed is this was the best place to store powerful items that should never see the light of day ever again.

And why, you may ask, since it is very possible something in the room, or something from outside the room, will use the items to its advantage. The answer is written on the floors and walls. They created powerful curses and wards to contain the evil for study and possible use. This place doesn’t protect itself from “good” it protects itself from *everything*. They knew if anything they could not control got out; it could release all the other evils, or just crush them. And they were in this for their own power, not to be foolish and be a slave to the knowledge and what they discovered.

These items couldn’t be in a safer place. Nothing was getting in, nothing was going out.

Except down the path he created. But there was one trigger he had discovered, should the items in the metal rooms be compromised. A rune re-set all the wards of the Vault if the incantation used was incorrect. A Restoration if you will. That and the Metal Rooms seem to be in a pocket dimension. The room behind it is obliterated and a new one is restored to it's place.

One day, he knew, that as secure as this place is, nothing is impenetrable.  He will have to set up a final solution.  To collapse the Vault in the same manner as the smaller ones.  But that day is not today.

With one more look around, Pyr closed the inner Vault, closed the main door, took up his items and made his way to his horse to leave.

Monday, March 12, 2018

Arc Sphere Distortions

Arc Sphere Distortions

by Steven "Therian" Matulewicz


Friday, March 9, 2018

10 More Questions - Steven Loya

10 More Questions with Steven "Nalydros" Loya

photo by Chris Zurk
1) What achievement either in or out of character are you most proud of?

Having the opportunity to represent the Realms as a guild member at the Bicolline LARP in Canada is probably my most memorable achievement to date.  I am very thankful to have had that opportunity.

2) Are you a fighter or a caster? Have you always been? How did you choose?

I have always been a fighter – but there were times where I have given some serious consideration to spell casting.  Sometimes it feels like casting would really benefit my character a lot.  My friends and I recently had a dedicated healer join our questing party, so it could be some time before I take on casting. 

3) Have you ever owned an artifact, memento, or magic item  that has meant a lot to you, and why?

I have never owned a magic item. 

4) What group of people do you spend the most time with and why?

I spend a little bit of time with everyone these days, but it wasn’t always that way. I have friends in almost every nation, but most recently: Blackwood, Creathorne, Grimloch and Invictus.  Most of my friends come from the UML Riverhawk practices.


Photo by Andy Disbrow

5) Who is your best friend in character and why?

My best friend in character is Bartholomew Victor (Tom Keaney OOC), an independent two-path archer assassin/bard.  I had known Bart for some time out of game, but it wasn’t until Tournaments of Blackwood 2014 that he became really involved in the realms.  The rest is history. 

6) What event or moment had the greatest impact on you as a player?

Tournaments of Blackwood 2016.  I was presented with my first opportunity to petition a nation. But also, I broke rounds in one of the tourneys (either sword and board or Florentine – I can’t remember which) and made it to the third round.  There was a disqualifier for third place, so I wasn’t awarded a prize, but it got me a lot of recognition.  

7) What event or moment had the greatest impact on your character?

Some players know my character is wary of magic, and doesn’t trust fae.  Without going into too much detail, something happened at Black and White 2014 where my character’s life was placed in serious jeopardy by Goldmist, a fae lord.  After that, it just kind of made sense that my character be distrustful of fae.  I would like to see that rivalry between Nalydros and Goldmist develop in future plotlines.

8) What is your most embarrassing moment, either IC or OOC?

Haha – most people know about that one.  Uncle Cecil’s 2014 was a rough night for me, and an even rougher morning.  I passed out in the tavern.  I remember the point of no return was when I ordered a double of bourbon for an esteemed member of the Realms, then by the time it arrived, that person was gone.  So naturally, it went down the hatch and then – blackout.  I was dealing with a lot of stress from school, not that that’s an excuse, but it was weighing on my mind that night. 

Photo by Eren Pils-Martin

9) What is the best piece of advice you'd give to other players?

Meet with and talk to as many people as possible.  I have been presented with so many amazing opportunities just by talking and being friendly with people.  I am a cross-gamer as well and have some pretty great connections in other LARPS that I wouldn’t have if I hadn’t tried being just a little outgoing.  If you put yourself out there, you will be rewarded, but you have to try. 

10 ) What is the most important thing you've learned through the game?

To be honest with yourself and with your character.  Be confident – but don’t get cocky.  I have seen a lot of new players get really excited about larping only to burn out and quit because they had their heart set on something that they couldn’t quite pull off in game. Don’t put all your eggs in one basket – explore and experiment and don’t be afraid to fail.  The game is about improving, and you can’t do that unless you fail sometimes, and that’s okay. 

BONUS QUESTION: Who would you like to see the next interview be with?

Estome. OOC - Zane Raschick


Thursday, March 8, 2018

Ask the Editors

Question:
Doing the view seems like a lot of work! How do I start writing for it or start becoming a contributor?

I mean, What You Missed series are a good start if you don't have ideas of your own. Otherwise just send us a message and we’ll probably have a laundry list of project articles on the back burner waiting to be bust out. Or you know, just ask and Jen will probably find a spot for it.

--Keith “Saegan” Cronyn

I would say it’s like a lot about the Realms.  Ask yourself  if there are any current articles you want to contribute.  Ask yourself if you have any stories, art or poems you would like to share with the world.  Ask yourself if there is something you feel the View is missing, and you want to try to fill that niche.  Then convey what you would like to do to someone on the staff.    You can either contribute “one shot” items, or if you have the time, you can try contributing on a more regular basis.

-Steven “Therian” Matulewicz


The View accepts all type of content! Generally, anything you think that you’re good at is most likely something that could be published in the View. Do you like to write stories? We’re always glad to accept those - they can be short one-installment pieces, longer serial stories, and anything in between! Do you like to draw, create digital art, or do other types of crafting? Send along scans or photos - we’ll run them! Have you written any poems, songs, or bardics? We’ll take those! Is there a particular Realms topic or issue that you feel strongly about or are particularly interested in? Write up an article and send it along! The only real request we have is that submissions be related to the game or to a fantasy-based genre in general, and capture the spirit of contributing to the community.

There are other ways to contribute too! We run a few features that rely on questions such as this lovely one you’re reading now, Ask the Editor, and we also have our resident agony aunt, Syruss, who is always willing to tackle important issues. Have a question for us or for him? Feel free to message any member of the View staff and pass it along. We do several interview features such as Fresh Faces (a set of questions geared towards newer players), Fireside Chats (a set of questions that are completely in-character), and 10 More Questions, an expansion of the popular original series of OOC questions that focuses on player experiences and memories of the game. We will also be debuting a new interview series soon, 10 Questions with an Event-Holder, which aims to delve deeper into different aspects of throwing an event. If you haven’t done one of these yet, please reach out to a member of the staff! We would be happy to send the questions to you. You fill them out and send them back - super easy! We are always looking for people to write up What You Missed event reviews/synopses as well!

The View is a community newsletter. It is run for the community by the community. We always welcome submissions from the community. Have an idea about something to write, content you’d like to see, or items you want to submit, or just generally want more information, feel free to reach out to any member of the staff. We’d be happy to chat with you!

-Jen “Areni” DeNardis-Rosa

This question is very personal for me, because honestly, I thought I had no business helping out on the View. I had written a few pieces as part of my squireship, but beyond that, I believed that my writing skills were pretty meager and I was better off dedicating my time to other pursuits. Ultimately, I decided that the View from Valehaven is an important way for our community to connect positively with each other, so I decided that I would find a way to help behind the scenes. From there, I started to write pieces that were important to me, like How to Have Fun at Queen of Hearts, and regularly contributing to the Why I Want to Go Column--and you know what? I found out that I actually really enjoyed writing and that the View helped connect me to the people that I love the most. So honestly, if you want to know how to contribute to the View, I’d say in whatever way feels right to you. Going with your gut is a great plan, and every time you push yourself out of your comfort zone, I think you’ll find that you are satisfied with the results. No matter who you are, your voice is important, and we would love to have you share it with us and the rest of the community.

-Lani “Gwen” Jones

Wednesday, March 7, 2018

Into Castle Ravensloft, Part 1


(This is a re-post of a story originally written for the printed version of the View some 10-15 years ago)

Into Castle Ravensloft by Steven Matulewicz

1

There is a fog that surrounds the top of the Mountain of Eagle’s Rook. They call it the Purple Haze, because of it’s odd red and blue hues. But it’s a name left over from a much darker time. Supposedly there is a village in there. Maybe more than one. But the people there are rarely seen.

Traveling through the Haze is almost impossible. The main road twists and turns around sheer cliffs. You cannot see more than a few feet in front of you, especially with the color of the mist. Unless you know the terrain well or find a Guide, preferably a native to the Haze, you are more likely to die or starve than make it through. Or back out the way you came.

This is why so many years ago the uncle to Sir Gunnar Guthrevyn made his castle Ravensloft above the Haze and on top of the mountain. An invading army would loose a good percentage of their people, their supply line would be non-existent and if the invaders use the Haze as cover, there was an enchantment placed on it at the time to make people forget their way.

The castle is now in ruin, left as such after the last battles when Sir Gunnar took the lands from his Uncle and re-named the land Eagle’s Rook. He made a home of the well fortified city and Keep of Ravensloft at the foot of the mountain. It is arguably the best built and defended city in the Realm. Fully self sufficient, and with the economy of the supporting villages and the massive storehouse ability of the Granary, this walled city could sit for a very long time against a siege. Arguably for half a year. So it is said.

Unless it’s an undead horde that numbers so many that they climb on the backs of the slain to eventually run over the walls. Leaving you no resort but to burn the city to keep them from corrupting the dead. That, however, is another story.

So the Castle of Ravensloft sits silent far away from the hustle, bustle and security of the new Eagle’s Rook, only the Haze to defend it as it slowly rots away. Large beasts and the undead are fabled to roam its old halls. And why would they not? Most people of the Realm feel it’s crazy and pointless to go to this place, to risk the travel to and back, for nothing save a few hungry beasts.

Which is why the lone rider on a jet black horse coming up the main road through the Haze had been a surprise. Any beast there would instantly know the smell of fresh meat. And any who had lived there (been trapped there?) for any length of time knew to steer clear of the rider. It was his land. His castle. He had been there many times. And those that had come after the rider had not lived to boast about a kill. The very walls seemed to stir and move when he approached. A smart beast would know to stay hidden.

The rider navigated the horse into the ruins. The horse had been there many times and did not balk at the close, narrow corridors they traveled. And even if it had been his first time, one could see the stallion was a well trained War Horse. Very little would frighten him. Very little would keep him from protecting his Master.

The shadows waited.

There were many rooms through which they traveled, and even the best trackers may have become lost. But the rider moved on. Musty tapestries hung loosely in the breeze, or even rotted on the ground, well beyond saving or stealing.
After some time, perhaps as much as an hour since they cleared the Haze, they came to a hidden set of steps leading down into the darkness. It is here the rider dismounted and left his horse behind. Although perhaps you could see the rocks cleared away wide enough to let a horse through, the air that came up below was an electric storm combined with a sickly, sulphurous stench. The smell of old drying blood and of evil.

Without a torch, the man walked into the dark. He knew where he was going, how many steps, where to turn, and what door to open, what key to use and what pressure plates to press to release the hidden rooms. The darkness was like a blanket smothering him. But he did not deter from the path nor did he start a light. He knew better than that. Too many things down here that guard its secrets. And most of those things would eat your innards before you had time to draw breath in wonder at the hulking weight crashing into you. Like in the Haze, unless you stayed to the path you would not live long. Light would bring it’s own horde of creatures flocking to you, path or no. Also he didn’t need to see the spikes, pits and other traps Guthrevyn left behind. No, the complete dark is far, far better. Better for them to believe you are one of them. Better to stay within the Rule of this place. For the most part. This is about survival, not fear. There is a very fine line between bravery and stupidity and this is one of those places crossing the line doesn’t make you brave.

Besides. He is not here to kill. Rather it was these things that protected the Realms from itself. Why ruin a perfect guard and deterrent? Besides, these things were not evil per say. They are not demons. What they are is, well, pure animal. Violent and parasitic in cases. Easily used for evil, but not evil unto themselves. That is why Guthreyvn put them here in the first place. For evil means, but if any used magic to detect evil, they would find none. A slippery line, he knows. But an essential one.

He slides a wall aside and light flashes on him and the chamber behind him. A good dozen things scamper and slide away from the light. He moves quickly through as larger things thud through the hallways towards the shiny thing on the floor and ceiling (it usually means LUNCH). He closes the door behind him.

The magical light of this room casts an ugly green and yellow luminescence, making the room even more run-down than it seems. There are rotting chairs, a broken table; very old black colored blood stains on the floor and walls, some books fading away to dust on the shelves. The stone floor makes a muffled sound as he walks, like the stuffy room didn’t want even the slightest sound to disturb its death and decay.

The only item out of place here is a velvet lined chair. It was outlined in green and white (or it would be, but the light made it look black with a snot colored lining). It was definitely new, made in the past year or so. The rider removes his cloak and hood, placing them on the back of the chair.

King Pyr DarkWillow surveys the room.

He turns and sits a moment, relaxing from the journey. Not exactly the easiest thing to accomplish, even after so many times here. The snow and icy rain didn’t help. There was on part of the road most people don’t know about, but he had measured out: the road shrinks to a quarter of its size as it crosses a chasm, then does it again in a mile or so as you pass over the same river. You can tell you are near a chasm because the fog becomes thicker and visibility comes down to almost nothing: something to do with the moisture or wind patterns through the chasms, horizontal openings in the ground (they are caves, but it’s like a large the size of a town was shoved deep into the earth. Not exactly cozy), river paths and the like. If you are on horseback, you wouldn’t feel the drop until it was all ready too late. Pyr had set up warning stones for his and his people’s benefit, but you would need to know what to look for. To have a lantern-lit path through this would be foolish. For several reasons.

The greatest one being the Castle should never be restored or used by anyone or any thing as a purposeful den of evil… or good for that matter, ever. Even in ruins, Castle Ravensloft was formidable and easily defendable. In a hundred years, he might have a different view. But it has only been 16. The lichen had just begun to move up the walls.

Besides, even with all this in place, there is one thing here that is still evil. And it is not something a group of smart adventurers, or even an army of them, would ever be able to completely remove. In fact, unless one of them is verse in Ancient (and He stresses Ancient in his mind) magics, runes and wards, you might have a chance of surviving. That and you are traveling with a very evil and dangerous person.


And that is why he was there.

He called it, simply, The Vault.