Vistani (Revised)

by FalseFlorimell

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The Vistani (Revised)

Project Overview

The Vistani are a crucial part of any Ravenloft campaign and have tremendous dramatic potential, but as canonically written, they are more than a bit disappointing. Quite frankly, they are often little more than a caricature of Roma culture, built on racist stereotypes digested through 1940s horror films. This is an attempt to revise the Vistani to make them more than that, especially for DMs designing their own Curse of Strahd campaigns.

The Vistani as laid out in this document are strictly intended as NPCs. They would be game-imbalancingly powerful as a PC race.

Please contact me with any comments, suggestions, criticisms, or ideas for improvements you may have: u/FalseFlorimell.

Goals of this Revision

  • Make the Vistani a more complete culture with a special focus on removing the following racist stereotypes, all of which figure prominently in the depictions of the Vistani in Curse of Strahd:
    • habitual drunkness
    • habitual deceitfulness and swindling
    • habitual criminality
    • frequent child abduction and child endangerment
    • dirtiness
  • Give the DM more tools to use the Vistani as prominent, rather than supporting, characters.
  • Resurrect some of the lore from earlier editions (especially 2e) that complicated the Vistani and that has been simplified or lost in 5e.
  • Integrate the Vistani more closely into established 5e lore.

My version of Curse of Strahd

This revision exists as part of a large-scale reskinning of Curse of Strahd that includes some very significant changes. Most are only incidental or of no importance to this document. Two that need mentioning here are that in my game Barovia is ruled over by Countess Strahd and that Rudolph van Richten has been turned into Roger Bacon. He is currently in hiding in Barovia but not as Rictavio. The man in disguise as Rictavio is Bacon's assistant, Arturi Radanovich, an exiled Vistana hoping to redeem himself through helping Bacon destroy Strahd. (Bacon and Radanovich's story will be given in much more detail in Appendix 2.)

A Note on Sources

I have used a wide variety of material in creating this homebrew. To begin with, I took extensive notes on the section about the Vistani from the 5e Curse of Strahd. I then consulted every 2e, 3e, and 4e official source I could lay my hands on that referred to the Vistani. Additionally, I relied heavily on the (terrific) Ravenloft Gazetteer guidebooks by the Kartagane collective. However, with a few exceptions, all the language here is mine.

The curses, including the Evil Eye, are taken from Curse of Strahd and Van Richten's Guide to the Vistani. The spell Allisandro's binding curse is taken from Domains of Dread. All have been slightly modified.

The Vista-Chiri birds are mentioned in Van Richten's Guide to the Vistani, Van Richten's Monster Hunter's Compendium III and the novel The Enemy Within.

The section 'The Vistani and Strahd' is closely derived from the similar section in Curse of Strahd. Much of the lists of Vistani lore about Barovia is taken verbatim from that book.

The script used for tralak was derived from the Voynich Manuscript and created by Glenn Claston and William Porquet. More information can be found here

For Appendix 1:

  • The story of the sea captain and the Vistana is taken from the adventure The Evil Eye.
  • 'The Splintering' is from Van Richten's Guide to the Vistani.
  • The stories of Mother Martyn and the Would-Be Witch were inspired by stories in Christmas Entertainments: Wherein is Described Abundance of Fiddle-Faddle Stuff..., a collection of folk tales from 1740. They share very few details with the stories in that book, though. The prikazna poem is a close adaptation of a poem from the same book.
  • 'The Tale of the Clever Killer' is adapted from tale 38 of the Gesta Romanorum from the 1720 translation by 'B. P.' as reprinted in Early English Versions of the Gesta Romanorum, edited by Sidney J. H. Herrtage in 1879.
  • 'The Heartbroken Vistana' is a poem by Thomas Chatterton from his tragedy, Ælla.
  • 'The Tale of the Dark Knight' comes with some minor modifications from the module 'When Black Roses Bloom' by Lisa Smedman.

For Appendix 2: the strigan is a vrana Vistana warlock (level 16) with the Mover of Time patron written by Taron Pounds and found in his Alder's Anthology of the Abstruse, p. 65. It is used here by kind permission of the author. The description of Arrigal and Palerya cribs a lot from the description of Arrigal and Luvash in Curse of Strahd. The picture of the dagger that's at the bottom of Palerya's statblock is by Jørgen Adam Holen and is taken from Wikimedia Commons, a public domain image repository. It can be found here.

If I have used the work of others inappropriately, it is wholly accidental. Should you notice such a slip, please let me know and I will correct this document immediately.

Contents

  • Introduction, p. 3
  • Origins, p. 3
  • Fa-szerü vek, p.3
  • Description, p. 3
    • Appearance and Customs, p. 3
      • Sétafa, p. 3
    • Lifestyle and Society, p. 3
      • Vista-Chiri, p. 4
      • Secrecy, p. 4
    • Calaldo, p. 4
      • Vistani Ages, p. 4
      • Vistani Philosophy of Justice, p. 5
      • Economics, p. 5
    • The Agni Naca, p. 5
    • The Prikazna, p. 5
    • Juskarn Dis, the 'Static Burn', p. 5
      • Tracking, p. 5
  • Language, p. 5
  • Strigan, p. 6
    • Dukkar, p. 6
  • Curses, p. 6
    • Curses (Mechanics), p. 7
      • Some Example Curses, p. 7
    • The Evil Eye, p. 7
    • Allisandro's Binding Curse, p. 7
    • Amulet of the Closed Eye, p. 8
  • Otbasil, p. 8
    • Marriage, p. 8
    • Vrana, p. 8
    • Arkadas, p. 9
    • Boravak, p. 9
    • The Agmaui, p. 9
      • The Secret History of the Agmaui's Hatred of the Vistani, p. 9
  • The Vistani and Strahd, p. 10
    • Vistani Lore about Barovia, p. 10
      • Strahd von Zarovich, p. 10
      • The Land of Barovia, p. 10
      • Some Beliefs and Superstitions, p. 10
  • Quick Patterna Glossary, p. 11
  • Appendix 1: Some Vistani Stories, p. 12
    • The Tale of the Captain and the Vistana, p. 12
    • The Splintering, p. 12
    • The Tale of the Would-Be Witch, p. 13
    • The Tale of Old Mother Martyn, p. 13
    • The Tale of the Clever Killer, p. 14
    • The Tale of the Dark Knight, p. 15
    • The Heartbroken Vistana, p. 16
    • A Prikazna Song, p. 16
  • Appendix 2: Vistani Statblocks, p. 18
    • Vrana Vistani Commoner, p. 18
    • Arkadas Vistani Commoner, p. 18
    • Boravak Vistani Commoner, p. 19
    • Agmaui Commoner, p. 19
    • Darkling,p. 20
    • Vrana Strigan, p. 21
    • Arrigal, p. 22
    • Palerya, p. 23
    • Alexei, p. 24
    • Kolya, p. 24
    • Planned but Unwritten Statblocks, p.25
  • Appendices 3-7 Incomplete and Excluded from this Document as of July 22, 2018.
Change Log

Version 0.5 July 22, 2018 -- Main text in draft one form; appendices 1 and 2 in draft one form; appendices 3 through 7 incomplete.

Introduction

The Vistani are a strange people. By nature nomadic, Vistani (singular: Vistana) have no long-term settlements, no cities whatsoever, and harbor an intense distrust of nearly everyone they meet. This distrust is generally reciprocated, for the Vistani cultivate an air of mystery about themselves and speak their own private language, making it easy to form misconceptions about them and hard to know them for real.

To the majority of people they encounter, people who have never and likely will never leave the immediate vicinity of the place of their birth, the Vistani are exciting, exotic, scary, and just the right amount of dangerous to make visiting them genuinely thrilling. They can bring tales of weird, faraway lands, news of neighboring kingdoms, secrets both large and small, and they always bring trade.

It is often said that they engage in acts of dubious legality, including petty theft, rigged games of chance, prostitution, smuggling, and so on. There are more than a few people who say that the Vistani are just a gang of organized thugs and murderers-for-hire. Those who have found themselves on the wrong side of a Vistani curse would tend to agree. These people are, to be plain, bigots.

Everyone knows that the Vistani carry marvels with them wherever they go, and so even people who hate them and view them as criminals, blaming every killing, missing child, and robbery within three days journey on a passing Vistani caravan, will sometimes go to see if they can buy or barter a trinket from a Vistana that could change their lives or talk their way into having their fortunes told. Sometimes it even happens.

Origins

The Vistani have no homeland, even in legend. All their origin stories, and there are many, have them being created already in motion. Many of these stories feature a hero named Vistan who lived on a shooting star. Or was a shooting star. Or was hit by a shooting star. Many of these stories don’t have Vistan in them at all.

Considering that this is a people who value creativity and motion above stability and preservation, it is perhaps not surprising that if you ask ten Vistani where the Vistani came from, you’re likely to get at least twelve stories, all of which are asserted to be absolutely true.

Fa-szerü vek

The Vistani keep themselves isolated from those they call fa-szerü (plural: fa-szerü vek), a word that when applied to a plant means it has taken to the land, has become ‘rooted’, and that when applied to a person is a disparaging way of saying one is tied down to one place. In essence, they are people-who-act-like-plants. Vistani tend to think that a fa-szerü has little to offer a Vistana other than money, and to relieve that fa-szerü vek of their money is both a duty and a pleasure.

Fa-szerü vek are, to the Vistani, ignorant. They see little of the world and value things and property over experiences and family. That the fa-szerü vek tend to look upon the Vistani with suspicion and prejudice, even hatred, is a result of their unworldly, narrow minds.

Nevertheless, they depend on fa-szerü vek for their livelihoods and so they try to maintain a mutually beneficial relationship with the powers that control the lands they would like to move through.

Description

Appearance and Customs

The Vistani are entirely comprised of tieflings. It is suspected by some that their fiendish ancestry carries with it a special taint that keeps them roaming, that prevents them from ever finding a home of their own. The Vistani, though, deny this and insist that the very idea of settling in one place disgusts them, strikes them as deeply unnatural. Those who know a thing or two about tieflings will be able to tell without difficulty that at least three different subraces make up the Vistani population.

In public, the word Vistani use to describe tieflings who are not Vistani is gŏckvis, or 'seems like us'. In private, or if a Vistana is interested in being especially offensive, the word tlarngŏck may be used, which translates to 'almost a person'. Other tieflings who encounter Vistani find them aloof, unfriendly, and impatient.

Sétafa

While all Vistani are tieflings, Vistani society welcomes orphans, wanderers, exiles, and strays. They are treated well and when they eventually leave, they tend to become great adventurers, but they are never considered true Vistani. Such a person is called a sétafa, literally a tree-that-walks. Sometimes, very rarely, a fa-szerü who does a great service to the Vistani earns the name sétafa as well. These sétafa are never cheated by Vistani traders and can always count on a warm meal and a safe place to sleep if a caravan is near.

Especially in comparison to the inhabitants of Barovia, Vistani are flamboyant, dressing in bright, vibrant colors and patterns, spending their nights singing and dancing in strange languages and manners, and in general enjoying themselves as much as they can. There is a Vistani saying that roughly translates to, ‘better to drown in pleasure than to breathe in smoke’, which is vaguely equivalent to the old halfling saying, ‘seize the day’. Vistani tend not to plan for the future, since they know that wherever they are, they are soon to be moving on. When they see an opportunity for fun, laughter, sex, music, dancing, they tend to take it, since they know such opportunities can be rare.

Lifestyle and Society

The Vistani have no fixed abodes. Instead, families live in horse-drawn wagons called telega (singular: teleg). Whatever a Vistana owns, they keep with them, either on their person or in their teleg, but very little if anything is considered personal property. Indeed, the concept is considered childish and somewhat barbaric to most Vistani. Families are the basic social units, and individuals within a family unit are expected to put their families above all other concerns.

In any one caravan there can be as few as one or as many as three or four families. Within each caravan, Vistani with a wide variety of skills can be found. A Vistana will take pride in being able to cook, weave, play at least one instrument, and make their own tools. That said, a flair for entertainment is always especially valued, and excellent musicians, storytellers, joke-tellers, acrobats, and poets are unofficial royalty among the Vistani.

Vista-Chiri

Wherever the Vistani go, they tend to attract the attention of small songbirds (sparrows, canaries, etc.) who will circle above their telega and roost near their camps. Whatever species of bird these might be, when flocking nearby, the Vistani call them vist-chiri. If a Vistani camp is nearby and they are in an environment that can support small bird life, a successful DC 20 Wisdom (Survival) check will reveal their location. The neta and stigan of a caravan are able to use speak with animals to employ these birds as lookouts. Consequently, it is highly unlikely that anyone would be able to approach the Vistani without one or both the neta and strigan knowing about it beforehand.

Each Vistani caravan travels under the lead of a neta, or caravan leader, usually the oldest member of the most powerful family, who decides where the caravan will go, how long it will stay in any given place, and in broad strokes what will be done at each spot. In theory, the neta has the final word on all matters and can tell all the Vistani in the caravan what to do, but in practice the neta is mainly a position of respect and honor, and they tend only to exercise their authority in times of urgency or unresolvable conflict. The neta shares authority with the strigan, or wise one, in the caravan. (Strigan are discussed in their own section, below.)

In times of conflict between members of the same caravan, aggrieved parties are expected to work things out on their own. Often, this takes the form of bounties, weregilds, and the like, but nonfatal violence is not unusual. If a strigan or neta needs to get involved, it’s a sign that the parties of the disagreement have behaved dishonorably.

When a caravan grows to an unwieldy size, the strigan will select two Vistani who can serve as neta and strigan. One of them will become the old strigan’s new neta, and the old neta will go off with the new strigan and half the telega to form a new caravan family.

Secrecy

It is usually quite difficult for fa-szerü vek to discover who the neta and strigan in any given Vistani camp are. The Vistani will freely lie to strangers about their identities are as a defensive move and will be quite unwilling to risk exposing their leaders unless they have good reason to do so. Sometimes a Vistana will even allow themselves to be captured and executed by unfriendly fa-szerü vek who believe them to be strigan or neta rather than give up the truth.

Calaldo

Vistani children are not allowed to own blades, and so a Vistana's transition from childhood to adulthood is marked by the calaldo, an ornamental knife crafted by the neta of the child's caravan. When a Vistana reaches 142 moons old, they are marked with a ritual scar unique to their caravan (usually but not always placed on the palm of the left hand) and given their calaldo.

A Vistana will never willingly give up their calaldo, for to do so is symbolically to become as a child again. In the event that a Vistana's calaldo is stolen or lost, that Vistana will typically do any and everything possible to regain it, including engage in acts of extreme danger. Some Vistani have even been made into unwilling minions of fa-szerü vek who have come into possession of their calaldo.

Alost calaldo cannot be replaced, but a Vistana can petition their elders for a new one. Invariably, a Vistana who seeks a new calaldo will be expected to perform an act of exceptional bravery to earn their new blade.

Vistani Ages

The Vistani use a lunar calendar for reckoning the ages of their youth. The rising of a full moon marks the start of a new month. Once a Vistana has become an adult, they rarely keep track of their ages any more. Adult Vistani are roughly divided into two groups: the parica, or non-child Vistani, and the perh, or elderly Vistani. Vistani children are called porgor.

Because one aspect of Vistani adulthood is a responsibility to uphold their law, Calaldo is also the general Vistani term for 'justice'.

There are, effectively, two Vistani laws: the family matters more than the individual; and on can do whatever you want with the fa-szerü vek that will not bring harm or danger to the family. In the event that a Vistana believes they have been treated unjustly by another, they will draw their calaldo, press its point to their palm, and then show the small wound to all around. They then press this wound to the chest of the one who has wronged them. This is a ritual demand for justice. It is a very serious mattter.

The petitioner for justice, neta, and strigan sit on the north and south and west sides of a firepit, respectively, while the person the Vistana has invoked Calaldo against sits on the east side. Attempting to flee or avoid the Calaldo is grounds for immediate exile from the caravan, if the offender is a Vistana, or death, if the offender is a fa-szerü.

The petitioner for justice makes their case for how they have been wronged. Then the other makes their rebuttal. The neta and strigan confer with each other in private and then return to the firepit to deliver their decision, which is always obeyed to the letter. There are no appeals.

Typically, verdicts in the Calaldo will be in the form of payments of service: an offending party will be required to do something or perform some series of tasks for the benefit of the offended one, at the conclusion of which, the matter is to be considered settled. It is a very shameful thing to neglect one's Calaldo duties.

Vistani Philosophy of Justice

Vistani justice is not retributive, and neither is it distributive. Since the primary social unit is the family, not the individual, the goal in Calaldo is not to punish a wrongdoer or to correct an unfairness, but rather to prevent strife and violence, to make sure that disagreements are squashed quickly so that they never threaten the group. With that in mind, the aim is rather on establishing restitution. In this, it is very similar to the old Icelandic system as depicted in the Family Sagas.

In rare circumstances, when a Vistana has done something truly unforgivable, such as killing another Vistana in their caravan, the culprit can face exile, which is the gravest Calaldo verdict a Vistana can receive. Being banished from one’s family is a fate worse than death. A banished Vistani is treated as though they had never even existed. No Vistana will speak to them, and no stories will be told about them. As a final insult, as they are being driven from the caravan,the neta will seize their calaldo and break it, symbolically revoking the Vistana's very existence. These banished Vistani are called simply tlarnani, those-who-used-to-be-people.

If a Vistana leaves their way of life and settles somewhere, willingly embracing the lifestyle of the fa-szerü vek, they also are tlarnani. Once someone has become tlarnani, there is never a way back to Vistani society. When tlarnani die with curses on their heads, they can become darklings, a spectral form of Vistani.

Economics

Whatever money a caravan collects tends to be shared equally and get spent right away. Vistani travel too much and cross too many borders to make collecting coin worthwhile. A Vistana who acts miserly is rare indeed and will soon find themselves in a long, uncomfortable conversation with the neta or strigan about their priorities.

The Agni Naca

Visitors and guests of the Vistani are often struck by the agni naca, which is a ritual done around a campfire performed by the natarki, the caravan’s best story-dancer. The agni naca is the story of the family told through movement. When times are good, the natarki will swirl and move with grace and energy, arousing within all the spectators a thrill and joy in the world. When fortunes have been poor, the dance will prove sluggish and morose, enervating those who see it into a melancholy reverie. The natarki’s dance is accompanied by skillful music, improvised to follow the natarki’s movements. Natarki are often, but not always, strigan, and an especially gifted dancer can be reason enough for two families to join together.

The Prikazna

After the agni naca has concluded, the dancer and musicians retreat and the Vistani of the caravan engage in the prikazna, a story competition. The stories told are legends, myths, narratives of the caravan’s own history, tales heard from travelers, and more, all elaborated and expanded upon. The prikazna is a time of laughter and suspense and romance, told with great exaggerations and exceptional wit and skill. The prikazna may last for an hour and it may last until dawn -- it ends when no Vistana has a story left to relate. The last storyteller then receives the blessing of the strigan in the form of a kiss on both cheeks and the Vistani all retire for the night. That Vistana is graced with great luck for the duration of the next day.

Juskarn Dis, the 'Static Burn'

The Vistani are not merely nomadic by inclination or culture. They are compelled to roam the world. A Vistana who remains within a mile of a given spot for more than a week begins to suffer from a mysterious illness that they call juskarn dis, or ‘static burn’. Static Burn appears to a fa-szerü as a flu-like sickness, and while it never reaches a life-threatening stage, its symptoms do not lift until the Vistana afflicted with it leaves the area. More serious, though, is that a Vistana under the effects of juskarn dis must make a Constitution saving throw every day (DC 8 + the number of days the Vistana has been in the area) or lose all their arcane powers. Such a Vistana cannot make curses, use the evil eye, cast any spells at all, or, if a strigan, see the future. Forever. They are called mortu, ‘living dead’, and there is no place in Vistani society for them. They tend to lose themselves in nature, becoming wild, solitary creatures.

Tracking

Vistani are by nature exceptionally skilled at survival crafts and tracking. While it is commonly believed that a Vistana can track anything, from any distance, given the right price, the reality is more mundane: they simply have exceptional skills at ferreting out information from strangers and perceiving small indications in nature that indicate a person’s passage. (In game mechanics, this means that a Vistana has double proficiency in all Wisdom skills.)

Language

The Vistani speak a creole called Patterna, which is a hodge-podge of languages mashed together. Any given sentence might include words borrowed from Elven, Dwarven, Goblin, and Infernal while melding grammatical structures from Draconic and Common, for instance. Patterna is written phonetically in whatever alphabet a particular Vistana finds convenient.

Each caravan speaks a slightly different Patterna, since the Vistani are always moving to new places and picking up new bits and pieces of the languages there, but there is enough contact amongst the different caravans to make sure that all Vistani are able to understand each other. Besides, being a polyglot is a thing of pride for all Vistani, and a Vistana who can speak only Patterna is considered very stupid and an embarrassment to their caravan.

The Vistani have a subtle script of their own called tralak. Patterna is not normally taught to fa-szerü vek, and when it is, outsiders tend to find it extremely difficult to learn as it borrows from so many incommensurate languages and changes so fast. By wide-spread custom, no fa-szerü may be taught the tralak.

Strigan

All Vistani have some magical power. Many cultivate this power. Some are blessed, or cursed, with an ability called ož-kariin, known among the fa-szerü vek as The Sight. Such a person is a strigan, and they have an ability to foresee the future.

Every strigan is different in how she attempts to read someone’s fortune. Some use crystal balls. Others throw bones or dice called dikesha. Still others use astrology. Some even use the entrails of birds. Perhaps the most common is the use of cards, particularly a deck similar to Tarot called tarokka. The means a strigan uses to see the future is only a focus, though. The real power lies in the strigan herself, and the accuracy of the reading is determined by both her skill and her inclination to tell the truth.

Dukkar

It has occasionally happened that a male Vistana has shown indications of developing a strigan’s powers. Vistani society calls such boys dukkar, and they are widely viewed as abominations. Most dukkar are killed in early childhood, but those few who have survived to adulthood (mainly by having their incipient abilities hidden by his parents) are said to have become creatures of great evil. There are tales of great wars among the fa-szerü vek started by malevolent, vicious dukkar for their own twisted pleasure, and some say that a full-grown dukkar can see his own future but not his past, leading to madness and deep suffering.

This ability comes with severe limitations, though. A strigan can only see the future of a person who has paid her, and the payment cannot be money. Someone seeking to know their future must give up something they value in order to have the magic work, though sometimes a strigan will accept a service, such as retrieving something stolen from her or slaying an enemy of her caravan, in exchange for a reading. Also, the future is unclear and cryptic.

A strigan’s prophecy will come in the form of riddles, strange symbols, and mystery, and may only be entirely clear after the event it foretells has come to pass. Finally, a strigan cannot see her own future or the future of any other Vistana from her caravan. This last limitation is very uncomfortable to the Vistani, and they do not discuss it with others. Few fa-szerü vek know that the Vistani are unable to know their own destiny.

Curses

Vistani curses are spoken of wherever the Vistani are known. They are imaginative, surprisingly powerful, and often quite humiliating. There is considerable speculation about why Vistani curses are so much more debilitating than other curses tend to be, but no real consensus. Roger Bacon claims that the Vistani gain arcane power through their patterna, which, in its complex creolization of many other languages, mirrors the Weave itself, but the fast-changing nature of this language makes this explanation somewhat implausible. Evard, who lived with the Vistani for a period and is in general more sympathetic to them than the cold-hearted Roger Bacon, says that the curses laid down by the Vistani are no more powerful than any other, but rather seem more powerful because of their cleverness and ingenuity. Victims of said curses have found Evard’s claim to be unsatisfying.

Their curses are seen as repayments for injustices or slights, as ways of making the scales level and fair again, and they are seen as last resorts, actions to be taken when nothing else will return things to balance. In this, they are considered a kind of Calaldo, doled out on an ad hoc basis. Because they supposed to right wrongs and teach lessons to the fa-szerü vek, their curses always include ‘escape clauses’, ways for cursed people to free themselves from their sad fates.

Generally speaking, escape clauses have two forms: avoidance and redemption. Some curses can be put off indefinitely by refusing to engage in a particular course of action. For instance, if someone is cursed always to have monstrous children, a life of chastity would mean escaping from the curse’s negative effects. By their nature, any curse that has a triggered effect has an avoidance clause. Other curses include actions that must be performed for the curse to end. If someone who has killed a Vistana is cursed with permanent hunger until she saves the life of seven Vistani, then after those seven Vistani lives are saved, the curse ends.

The Vistani know that their curses are a large part of why they are feared and hated in so many places, and do not curse people without what they consider to be very good reason.

Vistani curses do not end when the target dies. If a person who has been curses is brought back to life by any means other than a wish spell, the curse remains in effect. The Vistana who cursed the target can remove it at any time so long as they are within 30 feet of the target and can see them, as can any direct blood descendant of that Vistana. A Vistana cannot discharge a curse laid down by another Vistana (unless it was made by a direct ancestor), but if they judge a curse to be unjust or overly harsh, they can modify it by adding an additional escape clause.

A Vistana will never curse another Vistana.

Curses (Mechanics)

It takes an action for a Vistana to utter a curse, and the curse’s target must be within 30 feet and visible to them at the time. A Vistana can only utter one curse per long rest. The target must succeed on a Wisdom saving throw (DC 8 + the Vistana’s proficiency bonus + the Vistana’s Charisma modifier) to avoid the curse, which can only be removed by a remove curse or greater restoration spell or similar such magic. Within Barovia, the DC to avoid a Vistana’s curse is slightly higher (10 + the Vistana’s proficiency bonus + the Vistana’s Charisma modifier). If the Vistana making the curse possesses a personal item belonging to the target, the DC has a +1 bonus. This bonus is +2 if the item was a physical part of the target (i.e., a vial of blood, a tooth, a toe, etc.).

One interesting aspect of Vistani curses is that when they are broken, the Vistana who made the curse suffers a psychic backlash. The amount of damage taken depends on the severity of the curse. The example curses below include the backlash damage. If the Vistana withdraws their curse voluntarily, they take half damage from the psychic backlash.

Some example curses:

  • The target is unable to perform a type of act involving intention, such as telling a joke, without humiliation. For instance, the target might fart loudly every time they lie or might have their tongue swell so much that they can barely speak any time they attempt to sell something. When this curse ends, the Vistana takes 1d6 psychic damage.
  • The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes ld6 psychic damage.
  • The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes ld6 psychic damage.
  • A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes 1d6 psychic damage.
  • The target is compelled to pursue something and simultaneously unable enjoy that goal. For instance, the target might find themselves with unslakable thirst or be driven by an insatiable need for sex but be incapable of orgasm. When this curse ends, the Vistana takes 2d6 psychic damage.
  • The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes 3d6 psychic damage.
  • The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes 3d6 psychic damage.
  • The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes 5d6 psychic damage.
  • The target is blinded, deafened, or both. When this curse ends, the Vistana takes 5d6 psychic damage.

The Evil Eye

This a form of curse unique to the Vistani. While any Vistana can invoke the evil eye against an enemy within 10 feet that the Vistana can see, it is a stressful and taxing attack to make. Unlike other Vistani curses, the evil eye is not seen as part of Calaldo but rather as an instrument of personal vengeance, and so a Vistana who uses the evil eye often runs the risk of being shunned by their family and caravan. Such a person is someone who cannot control themselves, someone who is reckless and dangerous.

The Vistana attempting to use the evil eye must summon genuine hatred for their target, palpable anger and loathing at the person they are cursing, which makes the evil eye a curse that is never performed in calculation but always in the heat of passion. One does not decide to use the evil eye; one is overcome by one’s need to do so.

Those who are affected by the evil eye describe it as being filled with, overcome with, the horror of realizing that their very existence is disgusting and despicable to the Vistana looking at them while simultaneously being utterly dominated by the power of that Vistana’s will and gaze.

The evil eye duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (Vistana’s choice), but requires neither somatic nor material components. The saving throw for the evil eye is the same as for the other Vistani curses above. In the event that the evil eye fails, the Vistana is blinded until the end of their next turn. Unlike the curses above, there is no psychic backlash associated with the evil eye for the Vistani.

A Vistana can use the evil eye once per short or long rest, and if a target succeeds on its saving throw, it is immune to the evil eye of all Vistani for the next 24 hours.

Allisandro's Binding Curse

9th level necromancy


  • Casting Time: 3 hours
  • Range: Special
  • Components: V, S, M
  • Duration: Permanent

One final curse needs to be mentioned here: Allisandro’s binding curse. This is an extraordinarily powerful spell that that only a strigan can cast -- or at least, that is what the Vistani who even acknowledge the existence of the spell claim.

Though it is of questionable accuracy, and he does not elaborate on how he learned of the spell or whether he even had first-hand knowledge of it, Roger Bacon's description of it in included here:

This loathsome spell was created by the Vistana Allisandro Tselikov several hundred years ago. When his tribe learned he had been delving into the dark secrets of necromancy and attempting to harness dark magic, they cast him out. He wandered, alone and broken, eventually becoming the first of the *darklings*. In isolation, he returned to the research he had been forced to abandon. Eventually, he crafted this spell to exact revenge upon the Vistani for the wrong he felt they had done to him.

Allisandro’s binding curse permits the caster to lay a normally temporary spell upon an individual, but make it permanent. In order to cast this spell, the caster must have some portion of the target's body. This can range from a lock of hair or nail clippings to a severed finger or limb. The spell is long and involved, requiring three hours to cast, involving a great deal of ritual and ceremony. The caster must have at least two assistants to aid him or her in the weaving of this dark magic. Neither of them can be under any form of compulsion (such as a threat or magical charm), and both must be fully aware of the act in which they are involved. The assistants need not be spellcasters, however.

At the end of the casting period, the material component is thrown into a brazier of hot coals, where it is consumed in a flash of sickly light and a boiling cloud of vile-smelling vapor. At that instant, the caster devotes a portion of his or her own life force to the spell.

Roger Bacon’s brief description of the spell is one of the few known, and, while certainly of anecdotal value, should not be taken as the final word, especially as it directly contradicts the multiple attestations that only strigan can cast this spell. Is this an indication that Bacon was led astray? That the spell is disturbingly available to all who can learn it? That it is in fact a hoax spell, a fabrication told to Bacon for some Vistana's inscrutable reasons? Unclear.

Spells that can be turned into curses with this spell include Blindness/Deafness, Calm emotions, Confusion, Contagion, Levitate, Otto’s irresistible dance, Seeming, Suggestion, Tasha’s hideous laughter, and Zone of truth. The wizard must actually cast the associated spell during the casting of Allisandro's binding curse. None of these spells can actually harm the victim because they are a part of him or her. For example, Otto's irresistible dance does not produce fatigue, nor does it prevent the character from sleeping (although the victim will certainly present an odd sight dancing in his or her sleep). Regardless of what the original spell description says, the target must succeed on a Constitution saving throw (and only that one saving throw). If the target succeeds, then they are still cursed, but the duration of the curse is 1d4 days.

After the spell has been cast, the caster permanently loses 1 point of Constitution. The target must be on the same plane as the caster for the spell to succeed.

Amulet of the Closed Eye

Wondrous item, rare (requires attunement)


While wearing this amulet, you have advantage on all saves versus Vistani curses (though not from Allisandro's Binding Curse)

Otbasil

There are three large groups of Vistani, called otbasil (singular: otbasi), or Great Families. The different otbasil do not get along well with one another and there is significant disagreement amongst them about many cultural concerns. The three otbasil are the vrana, the arkadas, and the boravak. The otbasil are usually divided into several different tribes. It is unclear exactly how many tribes there are. Roger Bacon has claimed there were seven (three in vrana and two each in arkadas and boravak). Xanathar argued that there were only five (two in vrana, two in arkadas, and only one boravak tribe). Evard, who bases his text on several long interviews with various strigan, has written that the division of otbasil into tribes is an artificial one imposed by outsiders that means little or nothing to actual Vistani. Taking this warning seriously, the following descriptions of the different otbasil are tentative at best and no attempt is made at distinguishing individual tribes within the otbasil.

Marriage

Different caravans cross paths only rarely, but when it happens there is much celebration, and, often, very rapid romances, as Vistani are strongly discouraged from marrying within their caravan. When two Vistani marry, the strigan of their separate caravans come together and decide which of them will claim the couple as their own. How they make their decision is never disclosed. In the very rare occasion that a marriage occurs between Vistani of different otbasil, any children produced will be of the same subrace as the caravan the couple lives in. There are no mixed-otbasi caravans.

Vrana

Vrana Vistani are practical, withdrawn, and private. It is difficult to ingratiate oneself into the company of the vrana, even if one is a Vistana from another otbasi. The vrana are hard to provoke and laconic, suffering the prejudices of the fa-szerü vek with nary a comment or objection, but also are the least likely to evince the behavior that Vistani are frequently accused of. The vrana are the least magical of the Vistani -- they reserve their curses only for the most serious of occasions and they are notoriously reluctant to grant their gift of the Sight to anyone.

They are consummate traders, eager to make deals, whether for items, for treasure, or for secrets, and are known for their expertise in healing and horse-breeding.

That said, the vrana are often, correctly, seen as heartless and eager to follow, even cultivate, bloody conflict. They follow armies and more than one vrana vistana has been found guilty of looting dead soldiers after a battle. Aloof of politics and the concerns of fa-szerü vek, they will demonstrate no qualms about trading with both sides.

The vrana believe that they experience and travel through time differently than fa-szerü vek. For them, every moment is connected to every other and occurs in the same instant. Where a fa-szerü might say, ‘I had forgotten that,’ a vrana Vistana would say, ‘I had not noticed that.’

The Sight, then, is quite literally a form of sight for vrana Vistani -- their strigan are blessed with the ability to see the Now in different ways than other people and so can see what others perceive as events that have not yet come to pass. They do not look into the future, but rather into the present, just in a direction that few others can perceive.

Arkadas

Where the vrana emphasize their crafts and trade, the arkadas value ostentation, show, pageant, and excess. A love and flair for entertainment pervades the arkadas way of life -- their telega are painted brighter colors, their singers are louder, their fools are funnier, their acrobats are more daring than other Vistani. Even fa-szerü vek who hate the Vistani can find themselves seduced by the atmosphere of carnival and passion that surrounds a group of arkadas telega passing through their lands.

Bacon described the arkadas caravans as ‘traveling circuses’, and while he certainly did not mean it as a compliment, the comparison is not inaccurate. Indeed, arkadas Vistani have been known to travel with exotic trained animals and sétafa aberrations of nature.

The arkadas may not offer a craft to their fa-szerü patrons, but they do offer services. Wherever they go, people seem to like them, almost against their will, and their affable, ingratiating ways are subtly and stunningly successful at getting them into many corners of the world and into the homes and courts of many different people.

They are, thus, quite outstanding merchants of secrets, of knowledge, of the forgotten, and of the lost. They are also quite outstanding criminals. Many towns have found after a troupe of arkadas leave that a series of thefts have occured, that a powerful leader has been assassinated, or that the home of a wealthy family has been burned to the ground. Arkadas criminals work primarily for themselves but are by no means above being hired for a nefarious little job of murder or burglary or arson. After all, no one’s getting hurt but the fa-szerü vek, right?

The arkadas see time not as a space, like the vrana, but rather as a pattern that has already been determined. They tend to believe that all events that occur are necessary, not necessarily because they are predetermined or fated to be, but because, like threads caught on a nail, they are being drawn towards inexorable moments that overpower the possibility of choice. Consequently, their prophesies are both the clearest of the three otbasil and the least helpful.

Boravak

The boravak Vistani are the least approachable of the three otbasil, being largely uninterested in fa-szerü vek unless they have need of a particular service that they cannot provide for themselves. Boravak Vistani rarely are simply found or seen. It is more that they allow themselves to be found or seen at times that are convenient to them. Seek them out if you will, but if they have no interest in you, you will almost certainly never find them.

Boravak caravans are small, sometimes as few as only two or three telega. If the arkadas are the Vistani whom the fa-szerü most hate, the boravak are those whom the fa-szerü most fear. Seen only rarely, they are said to follow evil signs, or perhaps to drag ill omens and calamity behind them in their wake.

The very few sétafa who have spent time with the boravak report that their agni naca are somber, sepulchral, and eerie, and that their prikazna tend to favor tales of ancient horrors, long-dead kingdoms, and prophetic dreams of apocalyptic end times. They are rumored to have traveled far, farther than the arkadas or vrana ever dared, and to have been changed by what they’ve seen. Some say that the boravak are not even alive, that they are the ghosts of dead Vistani who have been cursed to continue wandering the worlds as spirits as they did as living beings. This is, of course, ridiculous. They are no more undead than you or I.

While the vrana Vistani treat time as a physical space and all moments as exactly coterminous, the boravak seem to believe that time is an illusion, that there are no moments to be happening all at once, that what we fa-szerü vek perceive as change is illusion of the highest order. Roger Bacon tells an anecdote of falling in a river in a deserted wilderness while looking for a boravak caravan, only to see, out of nowhere, a hand reach into the water, to feel it drag him to the surface, and to find himself facing a whole group of Vistani, one of whom, his savior, remarked without affect that Bacon was ‘right on time.’ The strigan of the boravak are renowned both for their exceptional abilities with the Sight and for their exceptionally cryptic prophecies. It is perhaps of interest to the well-informed explorer to note that the Vistani who are most associated with Countess Strahd von Zarovich are boravak.

The Agmaui

The Vistani rarely discuss and often do not even acknowledge the existence of the agmaui, and for their part, the agmaui categorically refuse to discuss their animosity toward the Vistani.

Though they closely resemble the Vistani in appearance and custom, and are often taken to be Vistani by outsiders, the tieflings known as agmaui hate the Vistani with a passion that no Vistani understands. It is believed by many that the agmaui were once a Vistani otbasil who had a great wrong done to them by the other otbasi, a wrong that they have never forgotten or forgiven, but what that injustice may have been is wholly unknown.

Their single-minded devotion to the harrassment and suffering of their enemies over the centuries has proven fatal for many Vistani caravans and they are not above brazenly committing dastardly crimes knowing that, as the fa-szerü vek usually mistake them for Vistani even in the unlikely event that they have heard of the existence of the agmaui, their acts will serve as further justification for anti-Vistani prejudice and bigotry.

The Secret History of the Agmaui's Hatred of the Vistani

It has been noticed by many fa-szerü vek that the Vistani have an abiding hatred for all demons. This hatred is quite reciprocated, and far from baseless.

The Vistani are all tieflings of infernal bloodline. Very few Vistani know this, but the ties they hold to their devilish ancestry are significantly stronger than those held by other tieflings and this close connection to the Nine Hells is a significant source of their unusual powers. Because of this, demonkind loathe the Vistani, especially the strigan.

Long ago, the powers of the Abyss (which the Vistani call pagh-zar, or 'ancient evils') saw the Vistani, perceived their strength, and concluded that they were covert agents of Asmodeus sent to the Material Plane to frustrate their demonic aims. Concerned about the Vistani, Demogorgon created an Abyssal counterpart, the agmaui, a tiefling people with an ingrained loathing for the Vistani and need to hinder, irritate, and kill as many of them as possible.

The agmaui share some of the abilities of the Vistani, such as the evil eye curse, but not others -- there are no agmaui strigan, for instance, and so the agmaui have no ož-karii foresight.

The Vistani and Strahd

The Vistani who come to Barovia do so at the pleasure of Countess Strahd. Why (and how) they are able to come and go is a subject of much speculation among the population of the realm, who envy the Vistani their freedom in equal measure to how they fear the Vistani for their close relationship to their dread ruler.

Some say that centuries ago, a vistana saved the life of a von Zarovich at great personal risk, and that this ancestor of the Countess swore that the von Zaroviches would always be at the service of the Vistani. Others say that the von Zaroviches themselves are remnants of a former Vistani otbasi who broke with tradition and settled in Barovia and that they must to this day pay tribute to the other otbasil. The fact that the Vistani are all tieflings and the Countess is not means little to those who believe this, as few have seen the Countess in person and it is common knowledge that the Vistani are not all that they seem. In dark corners, it is even whispered that the Vistani are an enslaved people who are bound by some dark pact to serve the von Zarovich family for all time.

Of note, perhaps, is the odd fact that the Vistani have never referred to the various Countesses Strahd as fa-szerü, but rather as Havistana, or the-one-who-cannot-move. This is a word that is usually only used to describe Vistani who have been taken prisoner or arrested by fa-szerü vek, though it also is used to describe a Vistana who is forced to behave in a non-Vistani manner, whether by command or by enchantment. (A Vistana under the influence of a geas spell or in thrall to someone who has stolen their calaldo, for instance, is an havistana.)

The Countess has cultivated a special relationship with a group of boravak Vistani whose strigan is named Madame Eva. Several of the Vistani in her caravan have been corrupted by the Countess to the extent that they no longer follow all their old traditions and instead view Strahd as their Queen. This troubles Madame Eva greatly, though she has also, to a certain extent, fallen under the Countess’ spell herself. Other Vistani who happen to be in Barovia view these boravak as deeply disturbing. These Vistani tend to be known as Zarovans.

Vistani Lore about Barovia

The Vistani in Barovia know or believe certain facts about their people and their surroundings. This common lore is summarized here. Characters can learn this information after earning a Vistana's trust.

Strahd von Zarovich

About Strahd, the Vistani believe the following:

  • Strahd comes from a royal bloodline. She died centuries ago yet endures as one of the undead. Barovians refer to her as "the devil Strahd."
  • Strahd has taken many consorts, but she has known only one true love: a Barovian noblewoman named Tatyana. (The Vistani don't know what happened to her.)
  • Strahd named her castle, Ravenloft, after her beloved mother, Queen Ravenovia. Strangers aren't welcome at the castle without an invitation.

The Land of Barovia

The Vistani believe the following about Barovia and Barovians:

  • Strahd conquered this land centuries ago and named it after her father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of her realm.
  • The Old Svalich Road passes through Strahd's domain. Three settlements lie on the road like beads on a string: Krezk to the west, Vallaki in the heart of the valley, and Barovia to the east. Three more settlements lie across the mountains to the south: Zeidenberg, Teufelburg, and Immol. The three towns to the north and the three towns to the south are old rivals.
  • There's an old windmill on the road between the village of Barovia and the town of Vallaki. It should be avoided at all costs! (The Vistani refuse to say more.)
  • It is wise to stick to the road. Wild druids, wayward ghosts, and packs of wolves and werewolves haunt the Svalich Woods.
  • Barovia calls to the Vistani, especially the boravak, as though the land itself is singing to them. It is an awful sound, but it entrances nonetheless.
  • The wars that the Barovians believe Countess Strahd I ended when she seized control over the land continue to this very day. The Barovians are so ignorant and blind that they don’t even realize they live in the middle of daily deadly combat.

Some Beliefs and Superstitions

The Vistani in Barovia have deep-rooted beliefs and superstitions that they pass down from one generation to the next:

  • The souls of those who die in Barovia can't escape to the afterlife. They are prisoners in Strahd's domain.
  • Of all the great Vistani fortune-tellers, or strigan, none compares to Madam Eva. If knowledge of the future is what you seek, Madam Eva will tell you your fate.
  • A prescient Vistana can't see her own future or the future of another Vistana. It is the burden of the Vistani's great gift that their own fates can't be divined.
  • Vistani curses are potent, but they are invoked with great caution. Vistani know that to curse one who is undeserving of such punishment can have grave consequences for the one who utters such a curse.
  • Ravens carry lost souls within them, so killing one is bad luck.
  • The dukkar is coming. He may already have been born. It was foretold that he would arise within the Barovian Mists. Behind the dukkar follows cataclysm and fire.

Quick Patterna Glossary

Patterna is far too difficult to learn for this list to be of much use beyond listing some rudimentary vocabulary.

Patterna word Word as written in tralak Translation into Common
agmaui
agmaui.
a sub-race of tieflings of demonic ancestry devoted to the destruction of the Vistani
agni naca
agni naca.
a story-dance
arkadas
arkadas
one of the three otbasil
borvorak
borvorak
one of the three otbasil
calaldo
calaldo
a ritual knife that symbolizes a Vistana's adulthood
Calaldo
Calaldo
the general term for Vistani justice
darkling
darkling
a tlarnani who has died and come back as a revenant
dikesha
dikesha
special dice used to tell the future
dukkar
dukkar
a male Vistana with the Sight; dukkar are omens of ill fortune and viewed as abominations
fa-szerü
fa-szerü
person-who-acts-like-a-plant; non-Vistani.
gŏckvis
gŏckvis.
seems-like-us; a tiefling who is not a Vistana
havistana
havistana
one-who-cannot-move; a Vistana who is forced to behave in a non-Vistani manner, whether by command or by enchantment
Havistana
Havistana
The-one-who-cannot-move; Countess Strahd von Zarovich.
juskarn dis
juskarn dis
'static burn'; a Vistani affliction caused by insufficient wandering
mortu
mortu
a Vistana who has suffered from juskarn dis (static burn)
natarki
natarki
an expert story-dancer who dances the agni naca
neta
neta
the caravan leader
otbasi / otbasil
otbasi / otbasil
Great Family / Families of the Vistani
ouph
ouph
an elf (rarely used)
ož-karii
ož-karii
the Sight, an ability to see the future
pagh-zar
pagh-zar
ancient evil or evils; a demon or demons
parica
parica
an adult Vistana (i.e., neither elderly nor a child)
Patterna
Patterna
the creole language of the Vistani
perh
perh
an elderly Vistana
porgor
porgor
a Vistani child
prikazna
prikazna
a story-telling competition
sétafa
sétafa
a tree-that-walks; an outsider who has become like the Vistani
strigan
strigan
a powerful Vistana elder with the Sight
tarokka
tarokka
special cards used to tell the future
teleg / telega
teleg / telega
a Vistani wagon / wagons
tlarnani
tlarnani
one-who-used-to-be-people; an exiled Vistani
tlarngŏck
tlarngŏck
almost-a-person; an offensive term for a tiefling who is not a Vistana
tralak
tralak
the writing system Vistani use
vek
vek
a suffix added to make words refer to multiple people, viz. fa-szerü vek: people who are not Vistani; havistana vek: Vistani who are forced to behave in a non-Vistani manner
vrana
vrana
one of the three otbasil

Appendix 1: Some Vistani Stories

The Tale of the Captain and the Vistana

There once was an old sea captain named Bartley from Port-a-Lucine, a rather pitiable sort, who went into a Vistana's tarokka booth for a reading. Down on his luck for the past year, he wanted to know what cargo he should take on his next trip to Leudendorf, so that he would make his fortune and retire.

Now the old strigan looked at him and said, "Life has not treated you well, I can see, but your luck is about to change for the best. I will tell you what cargo to carry, but you must do what I ask when you arrive at your destination." Captain Bartley was so desperate that he agreed to her strange request, so long as the Vistana would prophesy for him. And the old woman took out her cards, and laid them on the table.

She told him to fill his ship with timber. So Bartley did what he was told, and sailed up to Leudendorf with a hold full of seasoned pine. When he arrived, he learned that there has been a terrible fire in the city. Many houses had burned to the ground, and there was not enough wood to rebuild. Bartley's ship was the first to bring in a full supply of timber, so he made an incredible fortune. One foggy night, just after he sold the last of his timber, Bartley heard a knock at his cabin door while the ship lay in port. When he opened it, there he saw the same grim-faced Vistana from Port-a-Lucine.

She fixed him with her gaze, and said, "You have made your fortune, now you must do as I say. Give up the sea forever, and never set another foot aboard this or any other ship. If you agree, you may keep what you have earned, but if not, you will lose everything."

Captain Bartley was not at all pleased by the Vistana's command, but before he could argue with her, she stepped back into the foggy night and was swallowed by the mists. Bartley searched the entire ship, but found no one besides his startled crew.

Now sailors can be very superstitious, and some of the crew heard the words of the strigan. Bartley was already known as an unlucky captain and many of his crew left him. A few figured that Bartley's luck had changed for good and decided to sail again. For you see, to ground a true sailor is to kill him, regardless of his wealth or luck.

So, despite the strigan's words, unlucky Bartley decided to sail back to Port-a-Lucine, though most of his sailors had deserted him. As he approached Lucine Bay, a terrible storm descended on his ship. The rain fell in blinding sheets and the swells were higher than the tallest mast.

Bartley lashed himself to the tiller and screamed out his defiance against the Vistani into the dark howling winds. It was then that the ship started coming apart. All over the decks, the tiny nails started squirming out of the wood, like squeaking little iron worms, and once a plank was free, it went hurling up into the night and the screeching gale. Frantic men ran about, tying themselves down to anything that would float, but Bartley stood fast by the helm, still screaming into the wind, oblivious to his approaching doom.

In the morning, pieces of the wreckage washed up on shore with the lucky crew, who all somehow survived the black maelstrom. But poor Bartley, he was never seen again. In the storms that wrack the Sea of Sorrows, sailors sometimes hear demented screams above the howling winds, and they say it's the Cursed Captain, still raging against the Vistani.

The Splintering

Why do you [wander], O maker of music? Why do your strings weep?

Why do you starve?

Because I have no home.

Because I have no hope.

Because I have no [harvest] to reap.

Where are your roots, O [wandering] slave?

Where are your ancestors?

Where are your gardens of plenty?

Torn from the soil.

Torn from the memory.

Torn from the feeble hands of my children.

How can this be, 0 tearful wretch?

How can this happen?

How can this go on?

Because I [murdered] my friend.

Because I [murdered] my comfort.

Because I (murdered] my place in the sun.

Why did you do this, O miserable one?

Why did you [murder]?

Why did you [kill] one you called friend?

He stole my true love.

He stole my own heart.

He stole my only reason to live.

What will you do, O cursed fool?

What will you suffer?

What will you do to make amends?

Nothing but [wander].

Nothing but starve.

Nothing but play my melancholy violin.

When will it end, O pitiable fetch?

When will it rest?

When will it all be over for you?

Never, never, never, never never. . .

The Tale of the Would-Be Witch

There once was an old man who was wicked beyond bearing. His unpleasantness had driven all from his company and he lived alone, shunned and disliked by his town. In fact, this man was so offensive that he would have been driven from the land long ago were it not for the fact that it would have involved being in his presence.

One day, a caravan of Vistani happened to set up camp outside the town. For three days, the Vistani entertained the people with acts of jugglery, acrobatics, card magic, and exotic music and dances. The old man saw none of this, for such things brought him no joy. However, late on the third night, by the light of a strangely bright full moon, he left his house and made his way to the Vistani camp.

When he got there, all was quiet. A low fire burned in the middle of the camp, surrounded by silent, dark wagons filled with sleeping people. He looked around, pacing through the area, and then, disappointed, turned to leave. But when he looked at the fire again, he saw a tall man sitting beside it on the ground. Startled -- he could swear the man had not been there a moment earlier -- he approached the Vistana.

'I have been looking for you,' he began.

'I know,' was the reply.

'I want your help. I can pay.'

'Of that I have no doubt,' said the Vistana. 'What is it you want of us?'

'Sir Vistana, I hate all the world,' the wicked old man said. 'I hate it and would send all around me straight to the Abyss if I could. I am an old man, and I have lived through many things, have seen many things, and I know of the powers Vistani are said to possess. These people... I have spat at them, I have shaken my fist at them, I have cursed them most vehemently, but still they live their lives unblemished, unmolested, in peace. I have heard that a Vistana such as yourself can do as he pleases, can torment those whom he hates at will. That your curses carry power with them that my own mere words cannot. So, Sir Vistana, I ask that you teach me to curse. I ask that you teach me power. I ask that you make me a witch. I will give you all I possess, undertake whatever task you ask of me. Just grant me what I ask.'

The Vistana thought for a long moment and then told the old man to come back the next night dressed in his finest clothes. The man did as he was told, and on the next night the Vistana met him again in the darkness.

'Here,' he said, holding out a small bottle. 'This special ointment will allow you to lay down one curse for every time you apply it to your skin.'

'Thank you, Sir Vistana! What payment can I offer you?'

'I am not finished!' exclaimed the Vistana. 'You must apply it now. Take off your clothes and rub the ointment all over your body.'

It was a cold night, and the man was reluctant to do this, but he was so driven by his desire to be able to curse that he obeyed the Vistana and stripped naked before him, carefully folding his clothes and handing them to him for safe-keeping while he applied the salve. He opened the bottle and gagged.

'This is a horrible thing!' he told the Vistana. 'The stink that comes from this bottle is nearly overpowering!'

'Such is the price of power, old man. Now rub it into your skin and do not spare a single spot.'

The liquid was thick and dark, and it stank terribly, but the old man complied and began to anoint himself.

'This is a dreadful thing!' he told the Vistana. 'For the salve in this bottle tingles and burns my skin wherever I put it.'

'Such is the price of power, old man. Now rub it into your skin and do not spare a single spot.'

By the time the old man had rubbed the ointment over every spot of his naked body, including those places that are best left unmentioned, he was in such torment from the smell and the burning that he could hardly be still. He turned to the Vistana to scold him for having given him such a loathsome oil, but the Vistana was nowhere to be seen. And neither were his clothes.

'Damn you, cursed Vistana! This is some terrible trick!'

From above him came a voice. 'Damn me? Aha!' The old man looked up and saw the Vistana high in a tree, still holding his clothes. 'See, your power has already worked. For I do indeed seem to be cursed -- cursed by your very awfulness! Now begone before I offer you another... service.'

And so, naked, burning everywhere, and reeking of a dung heap, the old man made his way home. By the time he entered the town, the sun had risen and his neighbors were out in the streets doing their daily business. Everyone he passed laughed at the foolish would-be witch, and when he tried to wash the ointment off, he found to his horror that he could not do it. For the rest of his days, the wicked man was known to all as the most horrible person in town, not just in behavior and sentiment but also in smell.

As for the Vistana who had sold him the ointment, he was never seen again near the town, but travelers sometimes told of a Vistani caravan led by a strangely clad man dressed in clothes of exceptional quality, a man known to all as a speaker of great riddles...

The Tale of Old Mother Martyn

There once was a strigan who lost her way and could not find her caravan. Whether this was because it had left without her or because she had abandoned it or because the fa-szerü vek had destroyed them, we will never know. But this strigan wandered, alone, through the fields and through the forests. Some say she was searching for a new home, but some others claim that she was fleeing a terrible enemy. Her name was Mother Martyn.

One day, Mother Martyn found herself on the outskirts of a small village. Tired and hungry, she set up camp and went in search of supplies to restock her teleg. But everywhere she went, she found the shop doors were closed to her, and everyone she spoke to regarded her with disdain and contempt. With nothing in her pockets other than that which he started out holding, she returned to her teleg.

At the town gate, a watchman stopped her. 'Your kind is not welcome here, witch,' he said. Mother Martyn smiled at him and replied that before long, the man would come to her and beg her to stay. The man laughed and kicked her past the gate towards her teleg. Mother Martyn hobbled back.

The town had a great well in the middle, from which all the townfolk got their water. That night, the water grew bitter and cloudy, and those who drank it hat fitful, restless nights filled with terrible dreams. In the morning, the watchman came to Mother Martyn and asked her if the water going bad was her doing. 'No, not at all,' she croaked back. 'Indeed, it is you who have poisoned your own well, as you shall soon see.'

With every passing day, the water in the well's level rose, while the water grew darker and more unpalatable until, by the third evening after the strigan arrived it could no longer be drunk at all. Thick, dark, and stinking, it now reached all the way up to the top of the well. The townsfolk, led by the watchman from the gate, came to her every day demanding that she undo the curse she had placed on their well, but every time Mother Martyn replied that it was they themselves who had poisoned their own well, as they would soon see.

On the morning of the fifth day after she came to the town, sunrise found Mother Martyn standing before the town's well with a large, black hat on her head. The townspeople came to her, tormented by their thirst, and begged her to help them. She said that she would, but first, they must swear to pay her whatever price she wanted. 'Anything, anything,'' they cried. 'Just save us!'

She turned to a small child and gave him her hat. 'Take this hat,' she said, 'and use it to bail out the well.' The boy, just barely able to reach over the side of the well, filled the hat with the murky, vile liquid and dumped it on the ground. With a shock, the townspeople saw clear water pour from the hat, accompanied by a human finger. 'Continue!' Mother Martyn commanded. The boy filled the hat again and again and again, and every time he emptied it on the ground, the water inside it was pure and another body part came out. The surrounding people gasped as they saw a massive pile of flesh emerge from their well. Soon, it reached almost as high as the child. 'One more time,' said Mother Martyn. The boy filled her hat one last time and emptied it. Out tumbled the severed head of the gate watchman. 'Behold your well!' she called to the townsfolk. And indeed, when they looked into the well, they saw that the water was now clear and pure.

'Why have you done this?' demanded the boy's mother. 'Why have you slain our watchman and put him in the well?'

Mother Martyn smiled at her. 'I have done no such thing,' she said. 'He placed himself in there, piece by piece, every day of his life. I merely let you all see.'

The woman then asked, 'And what is the payment you demand of us?'

'Just this,' Mother Martyn replied. 'That you hire a better watchman.' And then, loudly laughing all the way, she walked back to her teleg.

This ought to be the end of the story, but it is not. Instead, there are two more things that need to be told to complete the tale of Mother Martyn.

That night, a group of men from the town, enraged at what the strigan had done, dressed themselves all in black and snuck out of town to her wagon. They barred the door, locking her inside, and lit the teleg on fire. The wagon burned for hours, down to the ground, and though they never heard a sound come from inside it, when they searched through the ashes and embers, they found a skeleton that could only have belonged to Mother Martyn.

The morning after the burning of Mother Martyn's teleg, the boy she had given her hat to woke with an uncontrollable desire to wear it. He put it on, walked downstairs, announced to his parents that he was leaving, and then disappeared, never to be seen again. And so ends the tale of Old Mother Martyn.

The Tale of the Clever Killer

There once was a great tyrant who ruled over his lands with brutal efficiency. He had a passion for logic and believed that all evil was the result of mistaken reasoning. Therefore, he decreed that anyone convicted of a crime would be sentenced to death unless they could state three incontrovertible facts.

It happened to be the case that a Vistani caravan passed through his kingdom and that a a knight from the tyrant's personal guard took it upon himself to attempt to rob them. In the morning, the knight was found dead in the forest and the tyrant's guards seized the neta of the caravan. They brought him before the throne.

The tyrant spoke to him: 'You are responsible for the death of my knight for it was either you or those under your command have killed him. You know the law. Speak three incontrovertible truths or your life is forfeit.'

The neta thought for a moment and then replied, 'Well, then, I will fulfill the law. Friends, my first truth is this: I am a killer.'

The tyrant replied, 'if this were false, then you would be here falsely convicted and thus it would be unjust of the law to execute you. But the law cannot be unjust, and so you must be speaking the truth.'

'My second truth,' said the neta, 'is that I am displeased to be here.'

'A guilty man would be displeased to be brought before the law because he knows he has been caught, and an innocent man would be displeased to be brought before the law because he knows that the guilty man has escaped justice. Therefore, this must be true.'

'My third truth,' said the neta, 'is that I will never return to this room.'

'If you are executed, you will never return to this room because you will be dead. But if you are not executed, then it may be and it may not be that you will never return to this room. Therefore, if I order you executed, I am making your statement true and you will have spoken three truths. And so, if I order your execution, I will be breaking my own law by killing a man who has spoken three truths.' Angry at having been outwitted, he turned to his guards. 'Release the Vistana.'

The neta returned to his caravan, and that night, the tyrant sent his guards to kill the Vistani. However, the Vistani caught wind of their approach and were able to ambush them, slaying them all. The next morning, the tyrant awoke to find himself surrounded by armed Vistani. The neta approached him.

'You have sent your guards to kill us. Therefore, you are are responsible for our attempted murder. According to your own law, your life is forfeit unless you speak three incontrovertible truths.'

The tyrant, thinking quickly, spoke.

'My first truth is that I am a killer. My second truth is that I am displeased to be here. My third truth is that I will never return to this room.'

'False, false, and false' said the neta, 'for your guards failed to kill us, meaning that you are not a killer, you are in your own home, so you are not displeased to be here but rather are displeased that we are here with you, and you will never leave this room, for it is to be your tomb as well as your sleeping chamber.'

With that, the neta turned his back and the other Vistani stabbed the tyrant to death and left him on his bed. The caravan left that night and no Vistana has been seen in that land for many, many years since.

The Tale of the Dark Knight

There once was a mighty warrior whose jealous passions and neglect of duty led her to lose all that was dear to her -- her love, her life, her very spirit. Her tale is a descent into darkness and evil.

Her name was Lady Soth, and this is her story. Long, long ago, Lady Soth was mortal. Nearly four centuries past, she fought on the side of good in the distant land of Solamnia. In those days, Lady Soth was a Knight of Solamnia. Through deeds of great daring and chivalry, she earned each of that order's honors -- crown, sword, and rose. She built the mighty Dargaard Keep of rose-red stone, and married the beautiful Lord Gladrin of Kalaman. Proud she was of her husband, though it was duty alone made her wed him. Proud she was of her fortress strong. Pride. As we Vistani say, 'The greater the pride, the farther the fall.' And what caused this proud warrior to fall?

Desire for a man who was forbidden to her. Possessing him would make a mockery of her wedding vows. Possessing her would contradict his own promises to his people. But then, as we Vistani say, "The sweetest fruits lie behind the stoutest fences."

Bron Ystraniel was his name. He was an arkadas Vistana travelling with his caravan to the mighty city of Palanthas. The Vistani were beset by bandits and taken prisoner. There were dozens of the rogues, perhaps even hundreds. Somehow, they had known just where and when to strike. Lady Soth met their leader, a fearsome ogre, in single combat. She fought the brute in accordance with the rules of fair combat, besting him even though the ogre resorted to trickery and unfair tactics. The bandits fled and Ystraniel fell into Lady Soth's arms. An innocent spark of love was kindled.

All too soon it became the name of lust. The Vistana risked everything by remaining with Lady Soth -- the opprobrium of his caravan, the scorn of his neta and strigan, even becoming a mortu or tlarani. But he was willing to forego his Vistana identity to be with her, so strong was the connection that the two felt for one another. Lady Soth, for her part, was bound to her husband by sacred marriage oath. Her vows were binding ~- until death parted them. There was only one way to break those vows. And so Lady Soth committed the ultimate sin. She ordered her seneschal, a vain and evil man named Caradoc, to murder Lord Gladrin. What should have been a bed of love was turned into a death bed. Blood on his bedclothes showed that murder had been done, though his body was never found.

With unseemly haste -- and without a tear of mourning for his dead husband -- Lady Soth took Ystraniel to live with her in Dargaard Keep. Her bloody secret seemed safe, but the Vistani who accompanied Ystraniel to his new home had sharp ears and keen eyes. Somehow, they learned of Lady Soth's crime. Somehow, their gossip reached the ears of the High Knights.

Called before a council of his peers, Lady Soth was found guilty of murder, adultery, and dishonoring the vows of her order. She was dragged through the streets of Palanthas in shame and sentenced to death. The execution would take place the very next day: according to tradition, Soth would die by her own sword.

But that night, thirteen knights who had remained loyal to Lady Soth rescued her from her prison. By dark of night they stole away to Dargaard Keep. The Knights of Solamnia besieged the keep, demanding that Soth emerge to meet her fate. They lifted the siege just long enough for Lady Soth to wed Ystraniel in a joyless, sparsely attended ceremony. To his great disappointment, his Vistani family did not attend the wedding, a clear sign that he was soon to be exiled from the caravan.

The siege was a long and harsh one, but Dargaard Keep held. Just as things were at their darkest, the strigan of Ystraniel's caravan came to Lady Soth. She told her that her sins would all be forgiven if she undertook one last, heroic task. Success would mean Soth's death, but also bring about her salvation.

The strigan told Lady Soth to journey to the city of Istar, where the King-priest of that city was about to demand of the gods the power to eradicate all evil from Krynn. Unless the priest could be stopped, the gods would retaliate by utterly destroying the city. Only Soth could prevent this cataclysm. Lord Soth set out for Istar. But she never reached the city, for the fiery hand of jealousy gripped her heart.

His seneschal whispered in her ear that Ystraniel had been unfaithful to her, that he planned on leaving with his caravan as soon as Soth reached Istar. Infuriated, Lady Seth rode home to confront her husband. At the same moment that she raised her mailed fist to him, the King-priest of Istar raised his voice to the heavens. The furious gods hurled a mountain at the City -- and hurled holy fire at Dargaard Keep, killing all within it, including the Lady's Vistani guests.

Even as he was consumed by the flames, Ystraniel begged his wife to save the life of Peradur, their newborn son. But Lady Soth turned away. She lost her husband, her son, her life, and her spirit that day. But something evil lived on inside her empty chest. And so Lady Soth was reborn as a death knight. A creature of darkness, a heartless servant of evil. A mockery of a woman, with an icy voice and chilling touch. A fiend capable of killing with a mere word, of causing wracking pain with a mere glance. A creature capable of turning the bravest warrior's blood to ice, of burning the holiest priest to cinders with a mere thought. A creature who bends the shadows to her will and laughs in the face of the gods.

Together with the dragon high lord Kitiara Uth Matar, Lady Soth served the evil goddess Takhisis, Queen of Darkness, five-headed dragon of the evening sky. Together, they laid low the glorious city of Palanthas. Together, thought Lady Soth, they would always remain.

But Kitiara of the crooked smile died that day, in the Tower of High Sorcery at Palanthas. Her spirit entered the five-headed mirror and was claimed by Takhisis. They say that Lady Soth smiled as she gathered up Kitiara's corpse, for she had prepared for this.

Even as Palanthas fell, Soth's ghostly seneschal Caradoc entered the wastes of the Void, called the Abyss, then entered the Infernal Realm that was home to the Dark Queen. Reaching the goddess' realm, he raised his medallion of office above his head and called Kitiara's spirit into it. With this prize, Lady Soth could raise the dragon high lord as one of the living dead. With Kitiara beside her, the retinue of his keep would be complete. But Lord Soth was not to receive Kitiara's spirit. For Caradoc was not as he had appeared to be but rather an agmaui, an agent of evil sent to beguile and ruin the Vistani as best he could at every turn. Delighted at his success in arranging the deaths of so many Vistani, Caradoc attempted to enslave Lady Soth with the amulet, intending to use her as his instrument of death.

But Caradoc had underestimated the power of Lady Soth's rage. She responded as she always did to disloyalty -- with an inflamed passion that burned away all rational thought. Seeking revenge against her seneschal, she followed Caradoc and follows him still. Lady Soth seeks one thing -- and one thing only. It is the key to her every thought, her every action. That one thing is to return once more to her native land. She will stop at nothing, spare no one, in her efforts to achieve this goal.

The Heartbroken Vistana

O sing unto my roundelay,

O drop the briny tear with me;

Dance no more at holyday,

Like a running river be:

My love is dead,

Gone to his death bed.

All under the willow-tree.

Black his cryne as the winter night,

White his rode as the summer snow,

Red his face as the morning light,

Cold he lies in the grave below:

My love is dead,

Gone to his death bed.

All under the willow-tree.

Sweet his tongue as the throstle's note,

Quick in dance as thought can be,

Deft his tabor, cudgel stout;

O he lies by the willow-tree!

My love is dead,

Gone to his death bed.

All under the willow-tree.

Hark! the raven flaps his wing

In the brier'd dell below;

Hark! the death-owl loud doth sing

To the nightmares, as they go:

My love is dead,

Gone to his death bed.

All under the willow-tree.

See! the white moon shines on high;

Whiter is my true-love's shroud:

Whiter than the morning sky,

Whiter than the evening cloud:

My love is dead,

Gone to his death bed.

All under the willow-tree.

Here upon my true-love's grave

Shall the barren flowers be laid;

Not one holy saint to save

All the coldness of a maid:

My love is dead,

Gone to his death bed.

All under the willow-tree.

With my hands I'll dent the briers

Round his holy corse to gre:

Ouph and fairy, light your fires,

Here my body still shall be:

My love is dead,

Gone to his death bed.

All under the willow-tree.

Come, with acorn-cup and thorn,

Drain my heartès blood away;

Life and all its good I scorn,

Dance by night, or feast by day:

My love is dead,

Gone to his death bed.

All under the willow-tree.

A Prikazna Song

Come and follow, follow me,

ye parica and perh and porgor be;

Come and follow me your Queen,

and trip it over this the Green.

Hand in hand we'll dance around,

for this place is Vistan' ground.

When fa-szerü vek are at rest

and snoring foolish in their nest,

unseen and by all unespeyed,

through key-holes hidden we will glide,

and there we pinch their arms and thighs.

None us hear, nor none espies.

Upon a stump and mushroom-head

our table-cloth is duly spread.

A grain of rye or oat or wheat

is all the diet that we eat.

Pearly drops of dew we drink

in acorn cups up to the brink.

But if our diet's pleasing fails,

the luscious fat of giant snails

between two nut-shells long-time stewed

makes a meat that's easily chewed.

Brains of worms and marrows of mice

make a dish that's wondrous nice.

The grasshopper, bullfrog, gnat, and fly

serve for us our minstrels high.

Upon command, we dance awhile,

and so our time, betwitched, beguiles.

And when the moon does hide his head

the glow-worm lights us home to bed.

O'er tops of trees or dewy grass

so lightly do we softly pass,

that the young and tender stalk

ne'er bends nor buckles where we walk.

And in the morning, none may see

where we the night before have been.

Appendix 2: Vistani Statblocks

1. Commoners



Vrana Vistani Commoner

Medium Humanoid, Usually Lawful Neutral


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 12 (+1)

  • Proficiency Bonus +2
  • Skills Double Proficiency on all Wisdom checks; proficiency in tinker's tools, leatherworker's tools, and jeweler's tools.
  • Hellish Resistance The vrana Vistani has resistance to fire damage.
  • Senses Darkvision 60 ft., passive perception 10
  • Languages Common, Infernal, Patterna

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Features

Legacy of Dis. The vrana Vistani know the thaumaturgy cantrip. When they reach 3rd level, they can cast the disguise self spell once with this trait and regain the ability to do so when they finish a Long Rest. When they reach 5th level, they can cast the detect thoughts spell once with this trait and regain the ability to do so when they finish a Long Rest. Charisma is their spellcasting ability for these spells.

The Evil Eye. This spell-like effect duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (Vistana’s choice), but requires neither somatic nor material components. A Vistana can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 8 + the Vistana's proficiency bonus + the Vistana's Charisma bonus), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, the Vistana is blinded until the end of their next turn.



Arkadas Vistani Commoner

Medium Humanoid, Usually Lawful Neutral


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 11 (+0) 12 (+1)

  • Proficiency Bonus +2
  • Skills Double Proficiency on all Wisdom checks, proficiency in forgery kit, disguise kit, and poisoner's kit.
  • Hellish Resistance The arkadas Vistani has resistance to fire damage.
  • Senses Darkvision 60 ft., passive perception 10
  • Languages Common, Infernal, Patterna

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Features

Legacy of Phlegethos. The arkadas know the friends cantrip. When they reach 3rd level, they can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when they finish a Long Rest. When they reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when they finish a Long Rest. Charisma is their spellcasting ability for these spells.

The Evil Eye. This spell-like effect duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (Vistana’s choice), but requires neither somatic nor material components. A Vistana can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 8 + the Vistana's proficiency bonus + the Vistana's Charisma bonus), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, the Vistana is blinded until the end of their next turn.



Boravak Vistani Commoner

Medium Humanoid, Usually Lawful Neutral


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 12 (+1)

  • Proficiency Bonus +2
  • Skills Double Proficiency on all Wisdom checks, proficiency in herbalism kit, alchemist's supplies, and cartographer's kit.
  • Hellish Resistance The boravak Vistani has resistance to fire damage.
  • Senses Darkvision 60 ft., passive perception 10
  • Languages Common, Infernal, Patterna

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Features

Legacy of Avernus. The boravak Vistani know the thaumaturgy cantrip. When they reach 3rd level, they can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when they finish a Long Rest. When they reach 5th level, they can cast the branding smite spell once with this trait and regain the ability to do so when they finish a Long Rest. Charisma is their spellcasting ability for these spells.

The Evil Eye. This spell-like effect duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (Vistana’s choice), but requires neither somatic nor material components. A Vistana can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 8 + the Vistana's proficiency bonus + the Vistana's Charisma bonus), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, the Vistana is blinded until the end of their next turn.



Agmaui Commoner

Medium Humanoid, Usually Chaotic Evil


  • Armor Class 10
  • Hit Points 5 (1d8 + 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 12 (+1)

  • Proficiency Bonus +2
  • Skills Proficiency in disguise kit, poisoner's kit, and alchemist's supplies.
  • Senses Darkvision 60 ft., passive perception 10
  • Languages Common, Abyssal, Patterna

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Features

Magic Resistance The agmaui have advantage on Saving Throws against Spells and other magical effects

Regeneration. The agmaui regains 10 hit points at the start of its turn. If the agmaui takes psychic or radiant damage, this trait doesn't function at the start of the agmaui's next turn. The agmaui dies only if it starts its turn with 0 hit points and doesn't regenerate.

Abyssal Fortitude. The agmaui's hit point maximuum increases by half its level (minimum 1).

The Evil Eye. This spell-like effect duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (agmaui’s choice), but requires neither somatic nor material components. An agmaui can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 8 + the agmaui's proficiency bonus + the agmaui's Charisma bonus), it is immune to the evil eye of all agmaui for the next 24 hours. In the event that the evil eye fails, the agmaui is blinded until the end of their next turn.



Darkling

Medium Undead, Lawful Evil


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 12 (+1)

  • Proficiency Bonus +2
  • Skills As when alive.
  • Hellish Resistance The darkling has resistance to fire damage
  • Senses Darkvision 60 ft., passive perception 10
  • Languages Common, Infernal, Patterna

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Features

Relentless Nature. If the darkling is below half its hit point maximum at the start of its turn, it regains 1 hit point. If it dies, it returns to life 24 hours after death. If its body is destroyed, it reforms within 1 mile of the place of its death at a spot determined by the DM. If its equipment was also destroyed, it does not regain it. The darkling knows the distance and direction between it and the Vistani caravan that condemned it to a life as a tlarnani and will always seek to destroy those who were most responsible. This awareness fails if the caravan is on another plane of existence.



Vrana Strigan

Medium Humanoid, Usually Lawful Neutral


  • Armor Class 10
  • Hit Points 115 (16d8 + 32)
  • Initiative +5
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 14 (+2) 14 (+2) 16 (+3) 20 (+5)

  • Proficiency Bonus +5
  • Saving Throws Wis +8, Cha +10
  • Skills Deception +10, History +7, proficiency in Jewel's Tools, Leatherworker's Tools, Tinker's Tools.
  • Hellish Resistance The strigan has resistance to fire damage.
  • Senses Darkvision 60 ft., passive perception 10
  • Languages Common, Infernal, Patterna
  • Armor None

Spellcasting

The strigan is a 16th-level warlock. Her spellcasting ability is Charisma (spell save 18, +10 to hit with spell attacks). The strigan knows the following spells:

  • Cantrips (at will): eldritch blast, mage hand, message, minor illusion, prestidigitation, ray of frost, thaumaturgy, vicious mockery
  • Spells (3 spell slots at 5th level): arcane eye, bane, charm person, dispel magic, dream, fly, haste, identify, mage armor, misty step, modify memory, remove curse, scrying, slow, speak with dead, suggestion, tongues
  • Mystic Arcanum: feeblemind, forcecage, true seeing
  • Eldritch Invocations: Armor of Shadows (cast mage armor at will); Eyes of the Rune Keeper (read any writing); Gaze of Two Minds (You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.); Thief of Five Fates (Cast bane warlock spell slot (use once/long rest); Visions of Distant Realms (Cast arcane eye at will); Whispers of the Grave (Cast speak with dead at will); Witch Sight (See the true form of a creature [range 30 ft]).

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Features

Legacy of Avernus. The boravak strigan can cast the searing smite spell as a 2nd-level spell and the branding smite spell once each with this trait and regains the ability to do so when they finish a Long Rest. Charisma is her spellcasting ability for these spells.

The Evil Eye. This spell-like effect duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (strigan’s choice), but requires neither somatic nor material components. The strigan can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 18), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, the strigan is blinded until the end of their next turn.

Void of Eternity. At 1st level, the strigan's patron leaves a signature 'chill' when she cast certain spells. Her warlock spells that deal cold or psychic damage deal an additional 1d12 of the other damage type.

Chronal Displacement. Starting at 6th level, the strigan is able to manipulate destiny in a minor way. When she makes an attack roll, skill check, or saving throw, she may choose to reverse time. When she does, record the first result and try the roll again. She must use the new roll, but she may use the saved result in place of any other attack roll, skill check, or saving throw she makes until she takes a short or long rest. After she uses this ability, she cannot use it again until she completes a short or long rest or until she gains an Inspiration point, which she may expend to use this ability again.

Changing Pasts, Shifting Futures. When the strigan reached 10th level, she stopped aging and no longer suffered the effects of old age. Further, she may forgo her action and bonus action during her turn to gain an additional action on her next turn.

Paradox. The strigan can force a creature to relive all of the events that took place since the end of their last turn. When she does so, the target must succeed on a Wisdom saving throw. On a failure, the creature goes through all of the damage and healing that took place since its last turn again, and she may choose to deal an additional 6d10 cold or psychic damage (strigan's choice). On a success, it takes half damage. A creature may willfully choose to fail the save. A creature may only be affected by this ability once per day. After she uses this ability, she cannot use it again until she completes a long rest.

Note: To make an arkadas or boravak strigan, simply decrease the Dexterity by 1 and add 1 to either Wisdom or Strength, respectively.

2. Named NPCs



Arrigal

Medium humanoid, Neutral Evil


  • Armor Class 15
  • Hit Points 82 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 13 (+1) 10 (+0) 8 (-1) 16 (+3)

  • Proficiency Bonus +4
  • Saving Throws Str +7, Con +5
  • Skills Acrobatics +12, Animal Handling +3, Intimidation +7, Performance +7, Stealth +12, proficiency in herbalism kit, alchemist's supplies, and cartographer's kit
  • Hellish Resistance Arrigal has resistance to fire damage
  • Senses Darkvision 60 ft., passive perception 9
  • Languages Common, Infernal, Patterna
  • Armor Chain shirt

Actions

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage.

Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 4) piercing damage.

Action Surge. Arrigal can take an extra action (use once/rest).

Bonus Actions

Second Wind. Arrigal can can use a bonus action to regain hit points equal to 1d10 + 5 (use once/rest).

Reactions

Uncanny Dodge. When an attacker that Arrigal can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Features

Legacy of Avernus. Arrigal can cast the thaumaturgy cantrip and can cast the searing smite and branding smite spells each once per long rest. Charisma is the spellcasting ability for these spells.

The Evil Eye. This spell-like effect duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (Arrigal's’s choice), but requires neither somatic nor material components. Arrigal can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 15), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, Arrigal is blinded until the end of his next turn.

Archery Fighting Style. Arrigal gain a +2 bonus to attack rolls he makes with ranged weapons.

Assassinate. Arrigal has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.

Sneak Attack. 3d6 extra damage on attack where Arrigal has advantage or another enemy of creature is within 5 ft. (use once/turn).

Arrigal and Palerya (see below) pretend to the fa-szerü vek that they are in the service of Kolyan Indirovich, Burgomaster of Barovia, but in fact, like most of their caravan, they serve Countess Strahd. The strigan and neta of their caravan were recently killed in a werewolf attack and, at least for the time being, the two of them have taken charge. Arrigal and Palerya didn't exactly arrange for the attack to occur, but they did know about it in advance and did nothing to prevent it or warn the rest of the caravan.

As of now, the siblings are leading their caravan of 16 Vistani, but it is an uneasy situation, as Palerya has no ož-karii and thus cannot be a strigan. The other Vistani caravans in the valley have not yet been informed of the deaths of their leaders (but both Arrigal and Palerya suspect most have learned of it through arcane means). Just how long the two will stay in power is unknown. Should any Vistani learn that they could have prevented their neta and strigan from being killed and did nothing, they would certainly face the harshest of Vistani justice and become tlarnani.

Neither sibling has ever met the Countess. They have had dealings with her only through an intermediary, Vasili von Holtz. It was von Holtz who warned them of the impending attack. The siblings believe that their relationship with Vasili, and through Vasili to Strahd, will bring them great power in the valley. They hope one day to be the Countess' emissaries outside the Mists.

Arrigal is an awfully dangerous man, though much less crafty than he thinks he is. If he encounters someone with an item in their possession that's either helpful or harmful to Strahd and Arrigal becomes aware of it, he tries to deprive them of the item, stalking them if necessary and going as far as to kill one or more of them if he thinks he can escape with the item in his possession. If he succeeds, he takes it directly to Castle Ravenloft.

She is a much less power-hungry person than her brother, and is content to be his informant and agent while not acting on her own initiative and perhaps drawing the Countess' anger rather than her gratitude. She will do nothing overt to hinder Strahd's enemies, but will be sure to inform von Holtz immediately of anything she learns.



Palerya (Originally Luvash)

Medium humanoid, Chaotic Evil


  • Armor Class 12
  • Hit Points 83 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 12 (+1) 8 (-1) 20 (+4)

  • Proficiency Bonus +4
  • Saving Throws Dex +4, Int +5
  • Skills Deception +13, Insight +7, Intimidation +13, Investigation +5, Persuasion +13, proficiency in herbalism kit, alchemist's supplies, and cartographer's kit
  • Hellish Resistance Palerya has resistance to fire damage
  • Senses Darkvision 60 ft., passive perception 9
  • Languages Common, Infernal, Patterna
  • Armor Studded

Actions

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Bonus Actions

Cunning Action. Palerya can can use a bonus action to Dash, Disengage or Hide (use once/turn).

Eye for Detail. Palerya can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting. As a bonus action, Palerya can make a Wisdom (Insight) check against a creature she can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If she succeeds, she can use her Sneak Attack against that target even if she doesn't have advantage on the attack roll, but not if she has disadvantage on it. This benefit lasts for 1 minute or until she successfully uses this feature against a different target.

Reactions

Uncanny Dodge. When an attacker that Palerya can see hits her with an attack, she can use her reaction to halve the attack's damage against her.

Features

Legacy of Avernus. Palerya can cast the thaumaturgy cantrip and can cast the searing smite and branding smite spells each once per long rest. Charisma is the spellcasting ability for these spells.

The Evil Eye. This spell-like effect duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (Palerya's’s choice), but requires neither somatic nor material components. Palerya can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 15), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, Palerya is blinded until the end of her next turn.

Ear for Deceit. Whenever Palerya makes a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Evasion. When Palerya succeeds on a DEX save to take half damage, she takes none, if she fails, he takes half.

Steady Eye. Palerya has advantage on any Wisdom (Perception) or Intelligence (Investigation) check if she moves no more than half her speed on the same turn.

Sneak Attack. 5d6 extra damage on attack where she has advantage or another enemy or creature is within 5 ft. (use once/turn).

Palerya is normally just as vicious as her brother, though more straightforward and aware of her own limitations than he is. But her daughter, Arabelle, disappeared this morning and Palerya is thinking of nothing else. She is determined to find Arabelle at almost any cost, even betraying von Holtz (though not the Countess, for she fears Strahd's wrath more than anything).

Arrigal may be a scoundrel and conniving betrayer, but he is devoted to his sister and niece. If Arabelle is found unharmed and returned, Arrigal will consider himself indebted to her rescuers and will seek to repay them in kind. While he won't reveal any confidences or allow himself to be put in a compromised position, he will do his best to be helpful to those who save Arabelle (up to a point, of course). But woe be unto those who try to take advantage of Arrigal's brief and rare moments of generosity and good-will, for his ugly, violent nature easily returns to him once his grateful mood has passed.



Alexei

Medium humanoid, Chaotic Neutral


  • Armor Class 10
  • Hit Points 15 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 8 (-1) 10 (+0) 14 (+2)

  • Proficiency Bonus +2
  • Saving Throws Dex +4, Int +1
  • Skills Deception +6, Insight +4, Intimidation +6, Investigation +1, Persuasion +6, proficiency in herbalism kit, alchemist's supplies, and cartographer's kit
  • Hellish Resistance Alexei has resistance to fire damage
  • Senses Darkvision 60 ft., passive perception 10
  • Languages Common, Infernal, Patterna
  • Armor Studded

Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Cunning Action. Alexei can can use a bonus action to Dash, Disengage or Hide (use once/turn).

Reactions

Uncanny Dodge. When an attacker that Alexei can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Features

Legacy of Avernus. Alexei can cast the thaumaturgy cantrip. Charisma is the spellcasting ability for this spell.

The Evil Eye. This spell-like effect duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (Alexei's’s choice), but requires neither somatic nor material components. Alexei can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 15), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, Alexei is blinded until the end of his next turn.

Sneak Attack. 1d6 extra damage on attack where he has advantage or another enemy or creature is within 5 ft. (use once/turn).



Kolya

Medium humanoid, Chaotic Neutral


  • Armor Class 14
  • Hit Points 13 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 12 (+1)

  • Proficiency Bonus +2
  • Saving Throws Dex +2, Int +2
  • Skills Deception +5, Insight +4, Intimidation +5, Investigation +2, Persuasion +5, proficiency in herbalism kit, alchemist's supplies, and cartographer's kit
  • Hellish Resistance Kolya has resistance to fire damage
  • Senses Darkvision 60 ft., passive perception 10
  • Languages Common, Infernal, Patterna
  • Armor None

Actions

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) piercing damage.

Bonus Actions

Cunning Action. Kolya can can use a bonus action to Dash, Disengage or Hide (use once/turn).

Reactions

Uncanny Dodge. When an attacker that Kolya can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Features

Legacy of Avernus. Kolya can cast the thaumaturgy cantrip. Charisma is the spellcasting ability for this spell.

The Evil Eye. This spell-like effect duplicates the duration and effect of the animal friendship, charm person, fear, hold person, or suggestion spell (Kolya's’s choice), but requires neither somatic nor material components. Kolya can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 15), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, Kolya is blinded until the end of his next turn.

Sneak Attack. 1d6 extra damage on attack where he has advantage or another enemy of creature is within 5 ft. (use once/turn).

3. Planned but Unwritten Statblocks

  • Arturi Radanovich
  • Madame Marushka
  • Petya
  • Magda Ilyanaova Kulchevich
  • Cyrilla Deschamps
  • The Dukkar Hyskosa
  • Arabela (mortu Vistana from The Carnival, not the child from Curse of Strahd)
  • Madame Fortuna
  • Gabrielle Aderre
  • Malocchio Aderre
  • Stanimir

Appendix 3: Roger Bacon and the Vistani

This section still needs to be written.

Appendix 4: Ezmerelda d'Avenir

This section still needs to be written.

Appendix 5: Madame Eva

This section still needs to be written.

Appendix 6: Jacqueline Montarri

This section still needs to be written.

Appendix 7: Carnival

This section still needs to be written.

 

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