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Contents
Chapter 1: Introduction ........................................................................................................................... 5
Chapter 2: Ascending Darkness ............................................................................................................... 6
Chapter 3: History ................................................................................................................................... 8
Chapter 4: The Daily Life ....................................................................................................................... 11
The Moon of Silver and Innistrad's Seasons...................................................................................... 11
Chapter 5: Religion and the church ....................................................................................................... 13
Religion .............................................................................................................................................. 13
Church Hierarchy ............................................................................................................................... 13
Clerical Ranks..................................................................................................................................... 14
Cathars............................................................................................................................................... 15
The Skirsdag....................................................................................................................................... 16
Chapter 6: Vampires .............................................................................................................................. 18
Vampiric powers and magic .............................................................................................................. 18
Vampiric Vulnerabilities .................................................................................................................... 19
The Unquenchable Thirst .................................................................................................................. 19
Bloodlines .......................................................................................................................................... 21
Chapter 7: Devils ................................................................................................................................... 23
The Nature and Role of Devils ........................................................................................................... 23
Chapter 8: Zombies ............................................................................................................................... 25
Chapter 1: Introduction
The people of Innistrad were accustomed to living in a world plagued by evil. The protective wards
held monsters at bay, keeping the villages relatively safe. Prayers and holy oaths banished geists and
skewered vampires where they stood, allowing humans to control nests of horrors when the danger
got too great. Thanks to the presence of the archangel Avacyn, hope and belief held real power to
smite the darkness, and so hope and belief flourished.
Even after Avacyn disappeared and the fiendish creatures of the night advanced, the people of the
four provinces survived. The power of the wards waned, but the Church recruited new holy warriors
to take up arms and fight back. Prayers to the angels went unanswered, but villages closed their
borders and shut down the roads into the fog-cloaked wilderness. The ghouls and geists had gained
an advantage on humans, and things looked bleaker than they had for generations. But together the
people of Innistrad presented a united front, able to keep humanity safe almost as if Avacyn had
never forsaken them.
But safety on Innistrad was a comforting fiction. Among the sinister forces of the world, word has
spread.
Wavering Devotion
Even more distressing, there are signs that the people of Innistrad might be losing hope. The Elgaud
Grounds report fewer and fewer recruits to become undead-slaying cathars. Statues of the beloved
archangel are found toppled, not by the random attacks of rampaging werewolves, but by
despondent humans. Demonic cults have gained in membership as people seek some power, any
power, on which they can rely. Entire ships full of evacuees sail into the mists in search of some far
harbor, never to be heard from again. Some villages have taken to making offerings of their own
weakest members, hoping that innocent lives chained to posts will mollify the hungering beasts in
the night.
Infernal Risings
But the darkest news of all may be the emergence of infernal forces. Cults such as the Skirsdag
beckon forth demonic beings from the deep abysses of the world. Cracks in the earth, such as the
Ashmouth, spew forth demons and devils who spread mayhem and death wherever they go.
Emboldened by Avacyn's long absence and the waning potency of holy magic, the demons have
begun to use humans to further their whims, sacrificing innocents to fuel dark magics. Humans have
become the playthings of the fabled monsters they once spoke of only in scare-tales and campfire
yarns.
Chapter 3: History
The vampire Sorin Markov, the self-serving aristocrat who was once drenched in privilege in his role
as the favored lord of Markov Manor, created Avacyn, the angelic champion of the meek and divine
source of the protective power on Innistrad.
How did this come to be? To understand that, we have to learn about another member of the
Markov familyEdgar Markov, Sorin's grandfather.
Sorin's Creation
Sorin was a demigod now, but he was also the grandson of the honored progenitor of the entire
vampiric race back on his home plane. As the Markov bloodline spawned other bloodlines, Edgar
remained the prestigious forefather of all vampires, and Sorin's "life" became like that of a royal.
Over the centuries, as vampires spread further into human lands, Sorin spent more and more time
away from his homeworld, sometimes disappearing for years at a time. Vampires became disdainful
of the race from which they had spawned, hunting mortal humans more and more boldly, and Sorin
became distant from his own vampire-kind.
But Sorin always kept watch on Innistrad. From his world-hopping perspective, he could see the
changes on the world of his birth. He saw that as vampires gained in power, the human villages were
dwindling. Although he was no longer human himself, he saw the curse his grandfather had brought
to the humanity of their world, and he saw that in time, they would be wiped out by the bloodfeeders.
Sorin borrowed from long-held beliefs about the moon and the afterlife, forging a warrior who could
hold back vampires and other monstrous forces that would extinguish life on Innistrad. He created an
angel he named Avacyn and tasked her with protecting the plane. Through her, the magic of faith
would create true power to fend off the darkness. The Church of Avacyn grew up around the power
Sorin invested in her.
Some of the vampires understood Sorin's act, but most reviled him as a traitor. Edgar still lives in
Markov Manor to this day, and to this day Sorin is not welcome there. Avacyn was Sorin's gift to his
home, but she was also his betrayal of his own people.
But now Avacyn has disappeared from Innistrad. How could this have happened? Sorin has always
had a dark edge to him, and he has never hesitated to destroy anyone who got in the way of his
ambitions. But at the same time, he never meant these shadows to rise over the world of his birth.
Sorin might be his grandfather's creation, but Sorin's own creation was meant to preserve a way for
humans to survive Edgar's crime.
And now, after Sorin's long absence, it is the disappearance of that creation that has called him home
again.
Tales of Demonkind
Even before the time of Sorin Markov and his
grandfather Edgar, before Innistrad's race of
vampires existed, the people of Innistrad feared
demons. Few of these demonic creatures ever made
themselves manifest, to the point that some
believed demons were mythical or long dead. But
others knew the legends of wicked demon-spawn
were true and they feared the day when the
demons would return.
Avacyn's Campaign
The archangel Avacyn and her host of angels took up the sword against those who would harm
humanity. They slew vampires with holy fervor, prompting Sorin's kin to brand him a traitor to their
kind. The angels thrashed the werewolf howlpacks that threatened to overwhelm those towns
bordering the wilds. They banished malevolent geists that haunted the shipwrecks and ancient
manors of the plane. They incinerated unholy ghouls with piercing light. They were never able to
cleanse the plane of evil, but Sorin's creation had done her job.
Humanity was able to flourish again. The Church of Avacyn grew up around the archangel, and faith
in her helped fend off the flesh-hungry monsters. The power balance on the plane tipped in
humanity's favor. None could have foreseen what evils this would bring.
Harvest Moon
This is Innistrad's autumn. A huge orange-to-blood-red moon hangs in the night sky. The days grow
shorter. The weather cools with each passing day and the forests turn vibrant colors. This is
considered to be the time when vampires are the strongest. Bonfires are common during harvest
time, when farmers toil late in the fields until after twilight. The bonfires are thought to keep the
vampires away.
Hunter's Moon
This is Innistrad's winter. The chill never leaves the air
and the sun's apex is close to the horizon. This is the
longest season, and the time when food becomes most
scarce. More hunters have to venture out into the wilds
in search of food, which results in increased attacks on
humans. This is considered to be the time when
werewolves are the strongest. Since there are more
humans hunting and traveling in the woods during these
months, werewolf attacks are more prevalent. The
humans believe the attacks have something to do with
the season itself, although there are no more
werewolves at this time than any other time of year.
New Moon
This is as close as Innistrad gets to a spring and is the shortest season. The days are longest and the
sun is the brightest, though still pale compared to some worlds, and there is new growth in the
forests. Humans consider this their season, associating it with new life and birth. Babies born under
the New Moon are considered to be holier, with a better chance of attaining the Blessed Sleep.
Church Hierarchy
Avacyn
The archangel Avacyn is the focal point of the
human's worship. She is believed to be the
source of all protective magic. It is thought that
she controls the seasons and is the force that
brings an end to the long and bleak Hunter's
Moon. Adherents to Avacyn are called
Avacynians, and their church is the Church of
Avacyn, or the Avacynian Church.
Avacyn's Host
The archangel Avacyn has a host of angels who serve her. These angels appear frequently to humans
and fight all supernatural monsters who are a threat to human society. These angels try to keep the
world in balance.
Clerical Ranks
Lunarch
The Lunarch is the head of the church. This is a position elected by the council of bishops. Currently,
it is held by a man named Mikaeus, who is searching desperately for the reason behind the decline of
the church's power. The Lunarch is chosen among the bishops and will only be replaced when dead.
Being a Lunarch means having immense power over the church and state. The Thraben Council
gathers as much as they can to discuss political and religious matters.
Bishop
The bishop is the highest order of clergy. They reside in the cathedral at Thraben as members of the
Thraben Council, the governing body of the church. Bishops also are like governors of the provinces.
They gather with the mayors of villages and cities and are the point of mutual interests for every
priest and mayor. Bishops are honored by the common people and are often strong leaders or even
cathar leaders.
Mayor
Sometimes called the elder, this is the political leader of a parish. He or she has a mix of
administrative and religious duties, but the day-to-day administration is left to the priests. Mayors
are men of the people, they are chosen from the common people and dont have to be a man of the
church per se.
Priest
Priests oversee the church and attend to parishioners' needs. They all use magic to weave spells, but
with varying degrees of skill. Priests mostly stay in villages to protect the common people and be
there in times of need.
Monk
These wandering priests are the lowest order of clergy. Some have been sanctioned by the church to
seek out people living alone in the wilderness. But many are fanatics who are no longer formally part
of the hierarchy. Most monks put their quiet life behind and joined the forces of the cathars. Many
monks have beside their clerical rank also a place in the cathar ranks.
Cathars
Cathars are soldiers of the church. All Cathars get trained to track and kill supernatural beings. A
Cathar can either be a master of the martial arts or a holy priest who can banish ghosts back to the
ther
Lunar-smiths
Blessed weapons are an important part of
Avacynian magic, and these clergy are trained in the
art of weapon-making. Certain blessings must be
said at certain times during the forging process to
make a weapon magically effective against a
particular foe. Silversmiths are particularly revered
because of the difficulty in imbuing the silver with
strong magic, especially anti-lycanthropic magic.
These smiths are not in particular soldiers, but more
like craftsman which provide weapons and armor
for their fellow cathars.
Inquisitors
Inquisitors are cathars who can be hired out to come help a parish if they have a particular problem
with vampires or devils. These cathars are fierce warriors and are specialized in tracking down
demons or vampires who disguised themselves. Becoming a Inquisitor takes many years of training
and experience.
Parish-blades
Cathars stationed in parishes serve as escorts along roads or protect the cathedral in Thraben. This is
an ordained military force that assembles whenever the clergy demands. These cathars are mere
soldiers who operate in small armies if possible. They are
used to fight back zombie hordes. Some parish-blades
become inquisitors after long years of training and
fighting.
Runechanters
Runechanters are a specialized branch of the clergy that
specializes in engraving blessings on material objects,
including weapons. Everything from swords to axes to
children's toys has words written on it in an effort to
protect its owner. The best runechanters can write so
small that hundreds of these blessings can be squeezed
into a small space.
The Skirsdag
A Demonic Cult
The Skirsdag is a demonic cult of worshippers of Griselbrant, the demon who was bound by Avacyn in
the great silver mass of the Helvault. Demons existed long before Sorins divine spark and his creation
of Avacyn to keep the world of Innistrad in balance. Nowdays cults still exists and wait for the return
for their master who will reward their loyalty and will spare them from the other monstrosities who
will make an end to this world.
Chapter 6: Vampires
Vampirism on Innistrad is neither a virus nor a curse, but what the vampires themselves somewhat
euphemistically call a "condition of the blood." It is an anointing that persists and is perpetuated by
magic alone, and few if any of its bearers consider it a curse. When reflecting on the nature of "the
condition," vampires sometimes poetically call it an ablution, a washing of the self in blood that
results in a new state of being. Vampires are not truly undead, although they have some undead
traits (such as agelessness and skin that's cold to the touch).
The most distinctive thing about vampires' appearance is their eyes. The sclera is black and the irises
gold, silver, or other colors. The skin is pale and cool to the touch. The hair is often black but is
sometimes deep purple, dark magenta, burgundy, or even dark blue-green. Some vampires wear
wigs, however, for variety, novelty, or to disguise themselves more easily among humans. A
vampire's canines are very slightly pronounced at all times, and when they bite someone, the canines
extend about a quarter inch. Vampires also tend to have long and slightly curved fingernails.
Vampiric Vulnerabilities
All vampires inherit a set of weaknesses linked to the ritual that created their race. First, although
they can be harmed or killed by any weapon,
weapons of living wood have special efficacythis
is the so-called Dryad's Legacy (dead wood is inert,
no more effective than stone or steel). Second, a
vampire can't cross running water in which the
moon is reflected, because of the link between
water as the source of human food and the moon
as the source of angelic power. Third, Avacyn
herself can enchant water with the power to burn
vampires like acid by touching it. But this water is
scarce and becoming scarcer with each passing
day.
Avacyn's power
The archangel Avacyn is (or was) the living
covenant of the balance between humans
and vampires. Avacynian holy symbols can
induce in vampires a paralyzing fear and
the desire to flee, although their ability to
do so has significantly diminished in the
last year (because of Avacyn's
disappearance). Despite Avacyn's absence,
however, the strength of faith alone
imbues a degree of continued power in the
symbols of Avacyn: the silver collar and the
heron crest.
Blood trade
To vampires, blood is indeed like wine. Vampires
enjoy a lively commerce in blood, although the
commodity is only good for a few days before it
provides no nourishmentabout the same length of
time as wood stays alive once cut from its plant. Small castles and manor houses in relative proximity
to each other trade blood via carriage and experiment with various blends. Particularly interesting or
delicious samples are occasionally preserved by well paid time-mages who can use sorcery to prevent
the blood from "dying" for a short time (freezing doesn't work). When a time-mage can't be secured,
however (which is often), some vampires resort to slavery of the victim, shipping him or her from
place to place to be supped on. Specialty carriages exist for this purpose.
choose to
vampires
humanity's
because of
decadence
only the
human crop
vampire
sire a human
human's
beauty, charisma, intelligence, or talent, for example. In short, only the most remarkable humans
become vampires.
When vampires feed, they will sink their teeth into any exposed flesh. Usually the neck is most
convenient, but an arm or even a cheek will do. But the siring bite is special. Vampires want to avoid
marring the appearance of their future
peers, so often a siring bite is made in some
out-of-view location, such as on the upper
thigh, the torso under the arm, or the
bottom of a foot (although in this last case
the victim must be special indeed to be
worth the vampire's self-humiliation).
Bloodlines
Not all vampires are created equal. Among
the existing vampiric bloodlines, some are
more common but prestigious whereas some are rare but less respected. There were originally
twelve bloodlines, which originated long ago in a ritual that had something to do with the Markov
progenitor, Edgar Markov. Three of these bloodlines have died out completely. Five others are
relatively minor, having sired fewer vampires. The four major bloodlines that remain are:
Markov
This is the bloodline of Edgar Markov and is the most prestigious of the bloodlines. The Markov line
has been fairly ambitious in its siring over the many centuries, and as a result the Markov vampires
exist in all four of Innistrad's provinces. This isn't to say that all vampires of the Markov line are all
high-minded or noble; a bloodline doesn't determine temperament, self-discipline, or restraint.
Markov elders seem to have a talent for psychic magic.
Falkenrath
The Falkenrath line, concentrated more in Stensia than the Markov line, had a famous falconer (now
dead) as its progenitor and remains associated with far-reaching activity and predation. Falkenrath
vampires are the boldest in walking among humans, taking pleasure in choosing their victims from
deep within human communities that consider themselves safe. Falkenrath elders are more likely to
master powers of flight than those of other lines.
Voldaren
The progenitor of the Voldaren line, Olivia Voldaren,
was in life a beautiful but strange, hermetic, antisocial
woman who preferred to live far away from human
civilization, in manor homes built for her from her
seemingly boundless wealth. Like their progenitor,
Voldaren vampires tend to live in the distant places, in
the borderlands and edges of Innistrad's provinces.
Voldaren elders can more easily master magic that
enables them to transform into animal forms,
especially those of the bat, cat, and rat.
Stromkirk
Unwilling to take part in the political and social
machinations of Stensian vampires, those of the
Stromkirk line chose to concentrate their power in
Nephalia instead. As a result their disguising glamers
are more powerful and more sophisticated.
Stromkirk's progenitor, Runo Stromkirk, was a high
priest in life who worshipped a pre-Avacynian god
of the sea and storms, and Stromkirk vampires still
feel a slight affinity with the coast. Some Stromkirk
elders have achieved the ability to transform
themselves into mist.
Chapter 7: Devils
The Nature and Role of Devils
Devils are infernal perpetrators of malicious
mischief. They stand about three or four feet tall,
have a face full of needlelike teeth, and often have
ruddy or deep red skin. They usually have one or
two back-sweeping horns and most of them have
long, whiplike tails, but their morphology can vary
from individual to individual. They are agile and
can be passable fighters, but they do their best
destructive work by sabotaging things of value and
by inciting violence in others.
Devilish Humor
A devil's laugh is a brain-needle forged from
pure spite. You might laugh when someone
trips and fallswhatever. It's okay. It's kind
of a human reflex. But a devil's sense of
humor isn't satisfied until someone trips,
falls, breaks an ankle, loses the ability to
work, loses the farm, dies penniless, and
dooms his or her starving heirs. Hilarious.
Devils don't have that little boundary of
decorum that divides the harmless,
schadenfreude-induced chuckle into your
hand from the full-blown sadistic cackle at the dispensation of harm. The farther a prank goes, the
more wrong it gets, and the more pain it causes, the harder a devil laughs. They will insult the
memory of your dear, departed auntwhile waving at you with her own severed handsjust to bray
at the look of anguish on your face. They have an uncanny knack for sniffing out exactly what you
care for most just so they can break that thing and watch you cry. They can't be reasoned with; they
are not creatures of reason. They can't be bargained with; they want nothing but your admission of
defeat.
They can, however, be killed. Devils swarm out of the crevices of the plane, their shrill laughter heard
in every village and along every route through the wilds. Priests and cathars have taken to killing
them on sight whenever possible, even given their diminished holy powers, knowing that devils only
herald ruin.
Chapter 8: Zombies
Two distinct kinds of corporeal undead creatures plague Innistrad. The first are ghouls, sometimes
called "the unhallowed," which are necromantically animated corpses. The second are the skaab,
beings alchemically constructed from the dead.
The Unhallowed
Necromantically animated zombies are more
commonly called ghouls or "unhallowed" on
Innistrad, because they're drawn forth from
unhallowed graves. One of the duties of
Avacynian clergy is blessing the final resting
places of the dead to try to ensure "the Blessed
Sleep." Now that Avacyn is no longer present,
the dead can be more easily stirred.
Ghoulcallers
Necromancers on Innistrad are usually referred
to as ghoulcallers, the black magic mages that call forth the dead from graveyards, or "grafs." There
are several varieties of graf, each of which draws forth a unique mix of the walking dead.
Fengraf
A fengraf is one of the many flooded lowland graveyards. These sites were once hallowed ground,
but have remained untended for many years. Fengraf ghouls are usually smiths, cobblers, brothel
workers and other common and poor folk.
Seagraf
A seagraf is a "fisherman's graveyard." Much
like minor nobles, fishermen are often buried
with their most prized possessions, such as
nets, long harpoons, and large hooks for
getting hold of a slippery catch. Seagraf
unhallowed have not completely forgotten
their trade even in death, and they will pursue
victims using the tools and deftness they had in
life.
Diregraf
A diregraf is the site of a particularly gruesome battle. Unhallowed awakened from a diregraf carry
the armor, weapons, and fatal wounds from their last bloody battle. Diregraf ghouls carry this lust for
an unfinished battle within their fogged minds, and they often attempt to fall into military formations
as they were trained to do in life.
Once the dead have risen, the ghoulcaller then supplants all other addled thoughts of the dead with
one single driving purpose in their minds. The near-mindless ghouls will call on what skills they have
left to carry out the task, and the results are a grotesque parody of their lives. Blacksmiths attempt to
"reforge" their opponents, fallen warriors emit rasping pseudo-cries, and undead murderers
reawaken their taste for killing. Occasionally, fallen mages even show a limited ability to weave
spells, but this often results in some aberration of the spell's original purpose.
The Skaab
Necro-alchemy is much more of an art than
ghoulcalling. One who practices the art of
creating skaabs is called a skaberen. The true
goal of the skaberen is to create life, an
undertaking which usually produces malformed
"offspring" rather than true life.
Corpus Creare
Also known as "corpse cobbling," is the
collecting of various anatomical parts from
corpses from which the skaab will be constructed. This is usually performed by paid grave robbers or
homunculi under the skaberen's charge. In some cases, even the limbs of beasts are used for the
construct; if a human arm is not available, a horse's leg can suffice.
Patin Ligitus
Or rune-bonds, are the "binding plates"
used to join various anatomical features
together. These are plates of copper
and/or brass, with silver-inlaid runes
scribed on them. They provide an arcane
bridge of sorts between disparate parts
gathered by corpse-cobbling.
Viscus Vitae
Or vital fluid, is the key to the skaberen's
art. Viscus vitae is created by mixing a large
quantity of lamp oil with the slightest pinch
of the dried blood of an angel. Once a
perfect mixture of viscus vitae is created, any blood remaining in the corpse is replaced with vital oil,
via transfusion. As a result, skaab are often highly flammable.
Vox Quietus
Translated as "the silent word," is the final step in creating a skaab. The skaberen whispers a fairly
lengthy incantation over the corpse which awakens the creature, but in a much calmer manner that
that which is used by ghoulcallers. Once awakened, the skaab is in a calm, "tabula rasa" state, which
allows the alchemist to begin the long task of re-educating the creature. In the eyes of a skaberen,
the technique used by ghoulcallers is crude, heretical, and provides unacceptable results.
Skaberen usually ply their trade in remote and inhospitable places, since they are viewed as
blasphemers by commoners and clergy. Skaberen often become obsessed hermits who surround
themselves with ancient scrolls and books, phials of rare noxious liquids, glass jars full of pickled
organs, anatomical charts for both human and beast, rune-engraved skeletal remains, and small
anvils and hammers for inscribing runes on brass and copper plates.
Chapter 9: Spirits
The origin of Spirits
Innistrad is a world filled with the ghosts of the human dead. These spirits, called geists, take many
forms. Some are protective spirits of ancestors. Others are vengeful creatures bent on resolving
conflicts they couldn't resolve in life.
Geists have always been a presence on
Innistrad, but before Avacyn, all such spirits
were malevolent, manifesting on the plane
only because of a grudge or regret powerful
enough to disturb the Blessed Sleep of the
body to which they were connected. In
Avacyn's absence, the malevolent spirits
were counterbalanced by the appearance of
many benevolent and neutral geists, from
nurturing apparitions of family members
who have passed on to inscrutable ghosts
who seem to want to continue whatever
duty they had in life.
This new balance in the spirit realm resulted from Avacyn's function as psychopomp for the dead; her
existence shepherded the souls of the departed back into the plane's thereal space. This
metaphysical guidance from Avacyn enabled geists to elect to turn away from reunion with the
plane's essencea phenomenon that previously occurred only when a geist's anguish or regret
overcame the pull toward the ther.
Faith's Power
Even in Avacyn's absence, divine magic is
not impotent. With a combination of
powerful faith and magic, clergy can banish
geists in various ways, from dispersal of
the geist's essence to functioning as a
surrogate psychopomp to guide the geist
toward its rest in the ther.
Kinds of Spirits
Holy Geists
Many white-aligned geists are harmless or
even protective spirits of dead family and friends who haunt the living out of a sense of duty, fealty,
responsibility, or love. Malevolent holy geists do exist, however, and are usually twisted by guilt,
feelings of failure, or unrighted wrongs. Some are ghosts of fallen soldiers that still patrol the moors,
looking for their vanquishers.
Magic Geists
Some geists are projections of the animating principles of the mind. Vicious or obsessive thinking as
well as collective human memories come to life by attracting enough latent aether around them to
become autonomous entities. They carry on as obsessive ghostsrepeated knocking, patterning,
arranging, stacking, marking, etc. They can also possess one's mind and cause repetitive movements,
speech, epilepsy, obsessive behavior, schizophrenia, and other such maladies of the mind. These are
also the geists most drawn to the water, storms, frost, and misteven the mist of the breath.
Dark Geists
These geists eternally hunger for life, power, or the
settling of a wicked grudge. These are spirits that
must be appeased by offerings of food, goods, and
even blood. If not appeased, these geists can be
responsible for disease, accidents and death. Dlack
geists are almost always dangerous and
malevolent.
Fury Geists
These spirits have attached themselves to rampant
emotions, unfulfilled desires, and thirsts for
revenge that were frustrated during life. They can
manifest as blood dripping from statues, whirls of dust on roads, minor rockslides on hillocks, cliffs,
and mountainsides, and, in the case of possession, as sudden mania or murderous rage. The ghosts
of the unavenged are some of the most dangerous geists on Innistrad, sometimes appearing as living
fire or as "blood mist" entities that engulf a hapless victim and inflict cuts and welts that are slow to
heal.
Nature Geists
Some geists long to be reconnected with the nature they revered in life. Energies within the woods
that have been called into being by druids or other nature-mages take on form by entwining roots
and brambles around their thereal bodies. Some of these spirits attach themselves to animals,
plants and landforms, imbuing them with special power or mutating them into strange, otherworldly
entities. If the spirits that inhabit landforms are not appeased, it can often result in blight, crop
failure, and famine.
Killer or Victim
Some werewolves see themselves as victims cursed with the souls of untamable killers. Others see
themselves as glorious scions of nature trapped inside a cage of civilized lies. Though most of
Innistrad society focuses on the mass-murdering horrors of the werewolf's beast form, the
lycanthrope can be seen as a tragic figure with an identity chained to the treacherous moon or an
avatar of nature's inherent wildness.
A person afflicted with lycanthropy is forever in doubt of his or her own urges and instincts. In
human form, a werewolf feels the pull of the wolf's essence within even while trying to integrate into
polite society. A lycanthrope can feel the war of emotions in his or her heart, and as the moon grows
full, the influences of conscience, religion, and personal restraint do less and less. The full moon
makes the change inevitable, but in fact, any strong emotion or traumatic experience can trigger a
lycanthropic crisis and allow the transformation to occur.
Werewolves in canid form are beings of unparalleled savagery and strength. Their bodies are
perfectly engineered for slaughter, with jaws capable of snapping bone and claws sharp enough to
rip the entrails from a beast many times their size. Their minds are explosions of instinct and
adrenaline, fed supernatural awareness from their heightened senses yet cognitively blind to almost
everything but the kill. They can walk upright for manual dexterity or can lope on four limbs for
speed. Their howl is said to release the wolf's spirit within, a harrowing sound that fogs the air and
chills the night. Werewolves in beast form cannot speak human languages, but seem to be able to
communicate with each other on matters of hunting, dominance, and social hierarchy, as canines do
in the wild.
The Transformation
The transformation process is harrowing for the lycanthrope and incredibly disturbing to any
witnesses. The eyes change first, the whites darkening and the iris filling with color. The claws go
next; the hands elongate, knifelike claws extend from the fingertips, and the thumb forms a claw
back near the wrist. The muzzle thrusts forward out of the human's skull, and the teeth jut through
the gums in sharp points. Bones crack as they rearrange. Marrow spills into the bloodstream as ribs
and skull fracture and telescope. Thick, wiry
fur pushes through the skin, often pushing out
normal human hair. The tailbone elongates
and becomes a shaggy wolf's tail. Metabolism
speeds up, increasing blood flow, oxygen flow,
and glandular production, creating cravings for
protein and fat. Any clothing that was worn at
the time of the change is generally torn to
shreds and falls away. If a werewolf dies in
beast form, it changes back to human form, a
process called death reversion.
Detection
Werewolves in either form seem to be able to tell a human-form lycanthrope by smell. Indeed,
humans who are mysteriously spared during werewolf rampages are often suspected of being
werewolves themselves.
No Known Cure
No known remedy, blessing, or ritual has effectively purged the curse of lycanthropy. The closest
anyone ever came was alchemist Theodora Glick,
who was brought in to inspect Guthril, a
werewolf captured by the local constabulary.
Through a complex ceremony involving mystic
circles inlaid with the wolfsbane plant, a blanket
woven with blessed silver thread, and a lightning
storm, Glick managed to force Guthril to revert
to human form and stay that way through three
lunar cycles. Unfortunately, the ritual was only
temporary, and Guthril re-emerged stronger
than ever. He utterly destroyed Glick's laboratory
in Gavony and fled into the night.
Howlpacks
Werewolves are often lone hunters, stalking and killing humans as singular monsters in urban
settings. But some werewolves form loose, evolving social groups out in the wild called howlpacks.
The populations of howlpacks wax and wane like the moon, gaining and losing members as individual
lycanthropes enter or leave their canid state. Some werewolves seem to be continually drawn back
to their howlpack, returning to it time after time as soon as they drop their human guise and reenter
the wild. Howlpacks can be tiny hunting parties of just a few werewolves, or can be massive hordes
of over a hundred. A howlpack is often led by a single alpha (male or female) that dominates the
pack. Alphas must often defend their power by defeating challengers in combat. Three of the larger,
more stable howlpacks are the Krallenhorde, the Mondronen, and the Leeraug.
werewolf Ulrich, a cunning and perceptive wanton who remains in the wild and runs with the
howlpack even when he reverts to human form.
Nearly Treeless
Nephalia has always been lightly forested, but
in the last century its few trees have been cut
down or destroyed due to the vampires' fear
of them being turned on them as stakes and
other weapons.
Runo, progenitor of the Stromkirk line, was
crafty in his removal of the woodlands. Early
on, using his glamers and sizeable fortune, he
turned the human populace into artisans,
supporting their efforts in building fine cities,
proud ships, and a vigorous, provincial commerceall based around wood.
Faith in Nephalia
In Nephalia, the Church's role has been to keep humans safe from the actions of necromantic
ghoulcallers and corpse-stitching skaberen. Now that holy magic is losing its strength, undead attacks
on already-terrorized merchant outposts and port towns have gotten even worse. The underground
corpse trade is in full swing, delivering precious bodies to those who wish to harvest them for their
dark magics. Geists blow in with the sea's mist, restless spirits fresh from shipwrecks or roused from
the Blessed Sleep as the Avacynian blessings over cemeteries fail. Nephalians regularly see the
facesor other body partsof their loved ones at the ends of their silver weapons. Sometimes those
faces are mercifully decomposed and unrecognizable, but it's not uncommon for them to be attacked
by deathless versions of the same beloved priests who were supposed to be guarding the town
gates.
Silver Beach
Nephalia's coastline consists of the Silver Beach, which
stretches countless miles, interrupted by rocks, sea
caves, and occasional large promontories. The sands of
the beach are rich in granular silver, giving them an
unearthly shimmer that dazzles visitors from other
provinces. This is no vacation spot, however. Threats are
far too numerous, and the ocean too dangerous, to
invite beachcombers. Only experienced Nephalian sailors
know the spells and the land well enough to venture out
into the sea and return with fish, trade goods, or treasure.
Nephalia has three main port towns along the coast: Havengul, Drunau, and Selhoff.
Havengul
The largest of the three cities, Havengul, stands at the mouth of the Silburlind River. The population
consists of human craftworkers, shipbuilders, smiths, and traders. The Avacynian church has a strong
presence here to take part in the burgeoning trade and marketplace, but many Nephalians are wary
of the priesthood and watch them like hawks. As long as the church brings trade to and from
Thraben, they are given a pass from the key players in Nephalia.
Elgaud Grounds
A contingent of the Avacyn Church long ago established a small fort here known as the Elgaud
Grounds where new cathars are trained to spread
the word of Avacyn and protect the people. Once
trained, these graduates are sent out in small groups
(of two or three) to neighboring towns to establish
an outpost. These are known as Arms of Avacyn, and
they attempt to strengthen trust in the Church under
the offer of protection and security. Many townsfolk
are wary or outright untrusting of these "Arms" and
would rather protect themselves with their own
blood, sweat, traditional folklore, and superstitions.
Corpse Trade
Even with the presence of the Cathars, there is money to be made in corpses. Havengul, having the
largest human population, is rife with bodysnatchers who disinter corpses and then shuttle them off
using the network of underground passageways, known as the Erdwal, for high-paying ghoulcallers or
skaberen.
The most influential of Nephalia's merchants is Ludevic of Ulm, a wheezing and reclusive alchemist.
Some say that Ludevic's consumption of potions and inhalation of toxic vapors has left him no choice
but to abandon his experiments, leaving him to devote his sizeable intellect to the problem of making
himself and his partners filthy rich. Others gossip that Ludevic still dabbles in the alchemical arts.
The Erdwal
Colloquially known as "The Ditch," the network of underground passageways and crevasses called
the Erdwal originated as trenches created by Nephalians in each of the major cities of Havengul,
Drunau, and Selhoff for resisting zombie and werewolf attacks. Over the years, the trenches between
the three cities were connected into a network of defensible walkways for transporting goods and
continuing trade even while wandering zombie hordes, demonic fiends, hungry geists, or the
Krallenhorde wander about looking for victims. Major merchants of Nephalia have paid special
attention to the uses of the Erdwal and have put serious resources into making it a legitimate artery
of trade, thus it has developed a bustling underground economy of its own dealing in all manner of
grey- and black-market goods: human blood, assassinations, counterfeit silver, necromancy, curses,
and bloodsport.
Near the larger towns, the Erdwal becomes a trench marketplace of colorful rogues, seedy
merchants, filthy sailors and gaunt strangers,
all doing business in dark alleyways and roughly
hewn tunnels branching off the main trench.
Along the clandestine nooks, the skaberen and
ghoulcallers ply their trade and human blood is
bought and sold by the flagon. Flesh golems are
created and experiments in transmuting base
metals into pure silver are carried out.
Skaberen stitch together hideous
monstrosities, some of which get loose and
cause havoc throughout the Ditch. As long as
these dark dealings do not make it above
ground level, the Church of Avacyn and its
cathars do not intervene. Nephalia is a province of "understandings," and this is one of those uneasy
truces that, if maintained, benefits all parties concerned.
Jenrik's Tower
Along a particularly bare stretch of the Silver Beach looms a tall tower. The mortar has been mixed
with sand from the Silver Beach, making it glitter in the moonlight. Within the tower, Jenrik, the
astronomer, mysteriously conducts his work studying the stars, eschewing all contact with the
outside world. He is making observations of the moon, charting its path across the heavens with
excruciating detail. Wards keep away werewolves, and the Stromkirk actually fear his knowledge, for
anyone with such a vast understanding of the moon is holding great power indeed. Some say he is
predicting the future of Innistrad, or that he is a spirit trying to get home. Others say he is an angel
attempting to restore Avacyn, or that he is a demon plotting to destroy the world.