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The Red City is one of our larger sourcebooks, a clean 102 pages plus two map handouts as image files. It is a detailed rundown on a new Domain of Dread that is a Russian-themed realm of forests and a capital city, Krasnygorod. Also known as the Red City, Krasnygorod is in decay, where overt displays of creativity and talent are shunned. The land was once a haven for science and the arts, famed throughout the lands of Ravenloft, but has recently come under a curse where promising individuals and geniuses find their creative spark and drive sapped until they’re little more than barely aware beings known as husks.
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Introduction opens up with the general concept of the Red City, what genres of horror and adventure ideas work well with it, a brief discussion of safety tools, and an outline of its magic and technology. Krasnygorod was founded ages ago by Prince Valdimir, a legendary figure who was born during a time when the land was at war with the dragon-ruled Azhdayan Empire. Valdimir formed an organization of wizards known as the Zhakhir whose work on defense projects instilled in him a passion for architecture. A pact was made with a breed of dragons known as the zmei to fight the Azhdayans. After a bloody battle, dragons of all kinds were nearly extinct, and Valdimir’s father, the king, dedicated the rest of his life to rebuilding the ruins. As for the Prince, the circumstances of his death are unknown, for there are many conflicting accounts. But what remains is a man credited with the birth of the Red City and its modern culture.
Unlike other domains magic is not necessarily shunned, viewed as a practical tool to help benefit the community. But even with that tolerance there are restrictions, for those with spellcasting talents are expected to apprentice under a senior mage and in exchange receive the community’s support. Foreigners and those who want to go at it on their own are feared or pitied, for they are placed outside the community’s power structure.
As for the technology level, Krasnygorod experienced many scientific breakthroughs and is overall on par with the early Renaissance. The printing press, electric lamps, fireworks, and firearms are known to the people. However, due to the enforced mediocrity that comes from the husk phenomenon, it is becoming harder to reproduce such inventions, meaning that most are meticulously maintained rather than created. Firearms include wheel lock pistols and muskets and due to their expense are often designed with artistic flourishes.
And what of the domain’s cultural decay and its strange talent-draining curse? This is due to the work of its darklord, Manya Ivanovich, who can drain the talents of others via possession and is obsessed with becoming famous and respected. If she can absorb just a little more of their brilliance, the next attempt may be successful. Or so goes the justification; due to her curse and abilities she can never take personal credit, and in the end she ends up destroying the very people whose skills attracted her attention in the first place.
Manya’s backstory is that she was the noble child whose siblings were some of the most talented people in the land: ballerinas, artists, painters, and musicians who became household names. Manya was not without talent, but the extreme standards of her parents led them to becoming apathetic about her future and always found something to criticize in all her efforts. So the young girl bonded with her nurse Dragica Zmirna (who is not named in the backstory until the very end) who seemed to be the only person to care about her.
Feeling for her, Dragica wanted to do anything to help Manya get the respect and recognition she deserved, up to and including making a dark pact with a hag to make a magical potion for Manya to drink. The potion seemed to do nothing, but the powers awakened when she touched the hand of a young writer she met the next day, possessing his body. The nurse knew what was happening and passed off Manya’s seeming unconsciousness as her having a fainting spell. While in the man’s body, she found herself possessed of all his memories and talents, mind swimming with possibilities. She wrote without rest for two months, producing an amazing novel, only at the end to return to her original body. As for the writer, he was left a withered, near-vacant shell devoid of emotion and creativity. Dragica revealed the nature of the pact: in order for Manya to maintain the magic, she must never take credit for anything she created. This left the young woman bitter, even more so when her elder sister happened to read the novel and noted that while it had an amazing beginning, it grew duller near the end. During an ensuing argument Manya used her powers to possess her, and like with the writer used her talent to make a great play only to leave her a husk who would then disappear from the public eye after the family mentioned a “medical emergency.” The play was a brief success, but over the next few months people would forget about it.
Such was the curse, and when Manya repeated the cycle in a fruitless quest to find a “true masterpiece” the Dark Powers claimed her, transporting her to a wondrous Red City not unlike that of her early paintings. Now, Manya Ivanovich masquerades as a generous patron of the arts, the unknown source of many of Krasnygorod’s artistic and scientific innovations but also the cause of its intellectual and cultural decline.
Chapter 1: Character Options provides new backgrounds, a lineage, subclasses, feats, and a dark gift. Characters who grew up in this domain come from a cosmopolitan background, but nondescript clothes and behavior predominates for fear of being singled out for something exceptional. This is a stark contrast to the unique and wondrous works making up the city and surrounding settlements. The six new backgrounds are a combination of mundane occupations (artiste, broadsheet reporter, merchant, municipal worker, red noble which is basically like a noble but with Intimidation instead of History and two bonus language proficiencies) and the Survivor (you survived a supernatural danger, and your Feature has a direct in-game benefit where you can roll a single death save with advantage once per long rest).
The new Lineage is the Husked, where you were a victim of the darklord’s possession. Unlike many of your kin, you have some keystone that keeps your memories and will to keep going intact. It is less a true race and more of a template, where you can trade in climb/fly/swim speed and skill proficiencies for two skills of your choice. Additionally your mind is very strong from battling with an eternal ennui, giving you immunity to the charmed and frightened conditions, advantage on saves to avoid exhaustion, and you don't have to sleep but must rest for 4 hours to get a long rest. You can also push yourself beyond normal limits whenever you drop to 0 hit points, having 1hit point left instead but suffer disadvantage to one of the mental saves until the next long rest (you die if you get disadvantage on all three). Finally, whenever you roll a death saving throw, your fading memories cause you to lose a personality trait (ideal, bond, or flaw) and it is replaced with another of the player’s choice.
We have 5 subclasses in the forms of two bardic colleges, a roguish archetype, a warlock patron, and a wizard college. The college of the tantsor expresses their skill through folk dance, gaining mobility-based benefits such as adding Charisma bonus to Armor Class, not needing verbal components for spells, can spend bardic inspiration as a reaction to impose disadvantage on an attack roll and the targeted ally can Disengage or attack with the inspiration die bonus to hit, and an AoE duet dance with an ally that forces selected creatures within 60 feet to roll saves with disadvantage on the next spell the bard casts. The college of the chanteuse relies upon singing to gain magic from the Weave. It can cast spells without somatic components, can spend bardic inspiration to charm and incapacitate a nearby target for a limited duration, have a magically-enhanced voice that can carry clearly up to 300 feet, can spend bardic inspiration to use verbal spells in magical silence or auto-succeed on resisting a counterspell attempt, and can turn single-target enchantments into multitarget ones by expending bardic inspiration.
Machination-Minded Rogues are employees of Mordia, tasked with hunting for treasures throughout the realm. They get a magical monocle for free that grants or enhances darkvision and can expend charges to cast a variety of divination spells and can be replaced if destroyed. They can also pull just the right item out of a storage space with an Investigation check determining its value, and it then magically disappears after 1 hour. The archetype also grants more charges, divination spells, and unique abilities to the monocle as the Rogue levels up. Other class features include ignoring class requirements for a limited number of possessed magic items, advantage on Investigation checks relying on sight, and gaining bonus charges to wielded items equal to their proficiency bonus.
The Blessed of the Grandmothers warlock patron is when one makes a pact with Baba Yaga and Baba Roga, the elderly twins of the Two Grandmother’s Apothecary who seek to thwart the machinations of the darklord and the rival Vedmy Coven. The bonus spells are a diverse mixture, ranging from buffs, healing, divination, and offensive options. Beyond that, the warlock’s initial feature is being able to do an at-will illusion to appear as one of the husks, losing spellcasting abilities for that duration but being immune to a variety of divination spells. They also gain proficiency with the Medicine skill and herbalism kits, and at later levels can casts spells when in a husked disguise, cast a spell with an originating point from a nearby creature instead of the caster, gain a special hag eye item that grants darkvision and blindsight, and upon death are reborn in the hag’s cauldron within 10 days as though targeted by True Resurrection.
The Universitet Scholar is a wizardly graduate from the Great Universitet of Krasnygorod. They initially gain double proficiency in Arcana and one skill or artisan’s tools of choice, and can cast Disguise Self at will to appear as a husked and while in disguise ignore somatic and verbal components for cantrips. At later levels they can cast spells of the divination and illusion schools as being 2 levels higher a limited number of times per day, can learn two spells of their choice from any class as wizard spells, the assistance of two followers using the Mage stat block for noncombat purposes, and can cast a signature chosen mastered 1st-level spell at will without expending a spell slot at its base level.
The 3 feats reflect the more woodsy, folk tale aspects of the domain. Blood of the Red Water grants swim speed, the ability to hold one’s breath longer, and Speak With Animals at will with aquatic creatures. Survivor of the Dark Wood lets one move through nonmagical difficult terrain at normal speed and can cast pass without trace once per long rest. Cunning Companion grants a cat or mastiff companion to the PC who acts as an inspirational support pet. The animal can use the help action for all manner of tool and vehicle proficiency rolls, and if it dies they reform in the Mists in 10 days. The sole new Dark Gift is the Heart of Red Stone, where one’s heart is calcified like the red stones in the Belayareka River. The gift grants various defensive features like being able to end the charmed or frightened condition on oneself and immunity to poison damage and condition, and can spend Hit Die as a reaction to grow a stone within their body to add to their AC or a single saving throw. But when rolling a 1 on a d20 result, the body of the gift’s bearer petrifies, which can impose a variety of negative effects or a possible healing of hit points and exhaustion as the sole positive.
Chapter 2: Adventure Seeds provides us with 18 short inspirational materials for making adventures in the Red City. They all outline the concept, background, NPCs, the goals of the adversary, and what’s at stake. We have a variety of cool results, such as a rebel leader seeking to overthrow Krasnygorod’s government and whose leader is an undead fext (new monster) that can only be slain by glass or obsidian weaponry; a doctor who allied with the Ulmist Inquisition to conduct experiments on orphans in an attempt to find a cure to the husk curse; a painter with the Gift of True Sight whose works show the nature of the subject in various ways, and needs to flee the domain after a doodle in his sketchbook accidentally revealed the darklord’s true nature; a would-be dragon slayer with a cursed ring that causes misfortune to others, leading to all manner of coincidental mishaps to be left in his wake; and a musically talented young girl whose secret witch mentor gave her a cursed life-sapping violin so that she won’t be chosen as a sacrifice to the forest fey (the village’s strongest child is given to the fey for protection once a year).
Several of the seeds can provide the party with new magic items, whose effects are detailed in the entries. For instance, there’s a Helm of the Dragon Knight that grants +3 AC, knowledge of the Draconic language, and advantage on Charisma checks when interacting with draconic creatures. But it bears a curse so that the wearer begins to lust for and hoard treasure like a dragon.
Chapter 3: Locations details the capital city of Krasnygorod and the surrounding environments. The title of the Red City comes from the Belayareka River, whose crimson stones turn the water a scarlet hue and whose red clay is used in the building of structures. It is a city at once with clear brilliance but also a sense of loss. The Arclight Park is a beautiful fusion of art and technology with copper spheres generating patterns of electric arcs, while the Arch of Valdimir spanning across the river is carved with runes of warding and protection but whose magic has long since expired. The Alyy Drakon chapterhouse is the headquarters of a chivalric order of knights who rode dragons in the past, and while respected to this day they are greatly reduced in number to around 50 souls. The Orkhideya Bookshop is a useful place for finding rare tomes and whose owner is a member of the Keepers of the Feather. The Red River Printer publishing house is the major broadsheet distributor, and the Sobor Cathedral changes in color from gleaming white in daytime to blood red at night as a reflection of their dualistic morality system. A junkyard-slash-museum known as Mind’s Machinations is owned by Mordia and serves as a neutral ground between various factions as well as a place for adventurers to buy magical items. The Universitet is the favored stomping grounds of the darklord, causing many students and staff to become husks with alarming regularity, causing a wave of fear to the point that many academic subjects are shallow. There’s a complex level of knowledge access that acts in a manner like that of a secret society, with books, notes, and meetings hidden in the rarely-visited basements of the multiplex.
There are interesting places outside the city, too. The town of Bereg Reki supplies the Red City with various agricultural and rural industries. The village of Gorodok is home to the famous Cats and Dogs Tavern, whose owners can arrange for magic knowledge and items via a middleman with the Vedmy Coven and whose resident animals have almost human-level intelligence. The Pascheramoy Mine is owned by a dwarven family whose talented smiths act through intermediaries. The importance of their industry means the darklord avoids preying on them. The Two Grandmother’s Apothecary is located on the easternment edge of the Red City in a ghetto known as the Shambles. The elderly women in charge of the shop sell a special stock of magic items to trusted customers, and they sell brews and trinkets in exchange for ingredients and items they are short on stock. In reality they’re the powerful hags Baba Yaga and Baba Roga. The Sunny FIelds Convalescent Home is a healthcare facility dedicated to taking care of the domain’s husks, and is also a secret base of an Ulmist Inquisition-affiliated group known as the Huskkeepers.
Chapter 4: Factions provides us with 13 major organizations operating in the domain. Each entry explains their goals, an NPC contact and their location, and a d6 table of Plot Hooks to involve them in the affairs of PCs.
Anchors of Artifice are a collection of artisans and inventors seeking to turn around the Red City’s decline while avoiding being husked. Their quests often involve helping them out with magical experiments while keeping a degree of anonymity.
The Conservationist’s Consortium are those seeking to keep the Red City as it is and are allied with the nobility. They seem immune to becoming husks and their ideals are stereotypically static which results in an unchanging and aging membership.
Esoteric Order of Valdimir is an organization seeking to return the Red City to its golden age, often acting as local heroes in seeking out cursed items to secret away from the common folk. They also fight monsters and the less moral factions as a result of their work.
The Exceptionalists are a society of art patrons who profit off of husking, for when an artist becomes so afflicted their art becomes truly unique and unable to be remade. They support the families of husked for a generation as a means of avoiding some ire.
Huskkeepers are a medical organization dedicated to helping the husked live as good a life as they can while also finding its root cause. One of its members, Rojeren, is the leader of the domain’s branch of the Ulmist Inquisition and uses psionic powers to treat the husked while also searching for clues and common patterns of when they changed.
The Nezhit are a collection of undead who entered into a mutual defense pact while finding safer ways to hunt the living for sustenance. Not much more to say.
Orthodox Church of Dvoynobog is the dominant religion of the domain. The god Dvoynobog is an entity of opposites: dark and light, good and evil, order and chaos. The religion encourages its members to act altruistically during the day, while at night they commit acts of crime and violence. During the day their cathedral deals in healing and holy magic, and at night in curses and dark magic. Another tenet of the religion is to never acknowledge one’s actions that took place during the other half of the day.
The Patronage is a secret society dedicated to getting around the husking phenomenon by having its members create and promote various works and innovations via an anonymous patronage system. Meetings take place in semi-random locales and make use of modify memory spells to protect their membership.
The Plaschi are the secret police of the Red City, whose main mission is to root out and kill monsters and enemies of the state. They often hire freelancers of particular skills, such as the PCs.
Rabochi are a worker’s rights group who operate in secret, their meetings taking place in alleys and basements and who commit acts of terrorism against exploitative factories.
Rulers and Aristocracy are self-explanatory, and the Red City is governed by the noble Anastaya Dynasty. Lidar Anastaya seeks to reverse Krasnygorod’s decline and is also a secret member of the Patronage, although her goals are met with resistance due to political arguments and eroding faith in her station.
Vukdolak Werewolves are actually the most detailed group in this chapter. The Vukdolak are a unique variety of werewolves who aren’t lycanthropes; instead they gain their forms from putting on magical wolfen cloaks or furs, and they still maintain their more humanoid senses and free will in their more animalistic forms. The magic cloaks still change one’s worldview over time, making one gradually closer to chaotic alignment. The secrets to creating their cloaks are long since lost so they are now a closed, isolated society. Organized into various groups, they hunt other werewolves in the hopes of finding a means to make more cloaks. Ideologically they are anarchists, believing in the dissolution of government and social structures, and they view their animal/humanoid nature in religious terms in line with Dvoynobog’s contradictory nature. Their leader is actually Rhea Anastaya, niece of Krasnygorod’s ruler, and hates how the ruling class has taken from society while doing little to better it.
Vedmy Coven is a magical organization whose founders are made up of witches and hags who were former apprentices of Baba Yaga and Baba Roga. For various reasons they grew tired of the elder hags’ domineering nature which eventually erupted into a battle. The Vedmy Coven won, and now the two grandmothers are hiding in the Shambles. The Coven’s current goals are to gain power and influence over Krasnygorod, hunt down and enslave Baba Yaga and Baba Roga to gain their magical secrets and treasures, and protect their own.
The chapter makes mention that the Knights of the Circle have a small presence, with three of their number helping out local heroes. The Alyy Drakon’s aging membership realizes that their order is dying, and unless someone such as the PCs help replace their numbers they will be the last of their generation.
Thoughts So Far: The Red City has a very stellar start so far. The domain is a neat concept, and the curse of the darklord and the husking phenomenon lines up nicely with the culture of Krasnygorod. The domain has a bit of a higher-magic and fantasy influence than other Ravenloft domains yet still maintains a persistent sense of darkness in line with the horror atmosphere. Although individual entries are brief, the multiple factions and political individuals provide lots of drama and conflict to last for many adventures. I’m not really vibing with the Orthodox Church’s dualistic nature, as its “be good by day, evil by night” without any means of disguise feels like it stretches suspension of disbelief like those Purge movies. People are less forgiving of evil acts than everyday good deeds, and the whole “pretend to not know what you did” is clearly an excuse to avoid the consequences of one’s actions. It brings up the question of why society tolerates them without running them out of town.
When it comes to character options, quite a few of them are pretty strong. The Survivor’s Feature is one of the few of its kind that isn’t relegated to subjective RP. Having advantage on a death save is something few characters will scoff at, and will always be appreciated when it is needed. The Husked is similarly strong, as being immune to the Charmed and Frightened conditions allows them to ignore the majority of mind-affecting abilities in 5th Edition, and much like Survivor it can increase a PC’s longevity.
As for the new subclasses, my initial impressions are that the Tantsor college can be strong with the right spell setup. Ignoring magical silence can be a great means of shutting down enemy spellcasters by centering a Silence spell on themselves. The CHA bonus to AC is a nice touch as well, although it’s not as strong as a Valor Bard with medium armor proficiency and a nice set of half-plate or breastplate (high DEX and CHA is rather MAD). Chanteuse’s ability to ignore somatic components and spend bardic inspiration to get around counterspells ensures that they can cast spells more reliably, but they don’t have much more than that. The Machination-Minded Rogue I feel a bit iffy on, as while their magical monocle is very useful it is the bulk of their class features, particularly at lower levels, and a Wizard will be able to cast more spells overall. The Blessed of the Grandmothers and Universitet patron have powerful means of avoiding detection by masquerading as husked, and while it triggers late at 14th level a no-cost true resurrection is another feature that can save a PC’s bacon with no downsides apparent from possibly owing the Babas a favor. The Universitet Scholar’s most open-ended abilities trigger late in the class (10th level and up) so in higher-level games they’re a great choice. Otherwise their lower-level features push them more towards being a subtler mage.
The feats all seem fine, although Survivor of the Dark Wood is great for most builds as Pass Without Trace grants an amazing +10 to Stealth for a party that’s basically “use this to readily ensure an ambush in your favor.”
Join us next time as we cover new monsters and NPCs along with 2 new adventures!