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  • Innistrad

    Lore and Trivia

  • Innistrad Lore and Trivia

  • All this information is gathered and can be found in the archives of the official Wizards of the Coast

    site. All texts are written by employees of WotC and are not in any way a creation of my own or

    property of myself. Although this information is free to find on the internet, this document is not to

    to be distributed to third parties.

    I may have altered some information to make it more suitable for the way I intend to use this

    information.

    All images in this document are official artworks of Magic the Gathering cards and are not in any way

    a creation of my own or property of myself. Please do not use this document other than personal

    use. Thank you.

    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

  • The Unhallowed ................................................................................................................................ 25

    Ghoulcallers ....................................................................................................................................... 25

    The Skaab .......................................................................................................................................... 26

    Chapter 9: Spirits ................................................................................................................................... 28

    The origin of Spirits ........................................................................................................................... 28

    Material and Immaterial ................................................................................................................... 28

    Faith's Power ..................................................................................................................................... 29

    Kinds of Spirits ................................................................................................................................... 29

    Chapter 10: Werewolves ....................................................................................................................... 31

    Killer or Victim ................................................................................................................................... 31

    The Transformation ........................................................................................................................... 32

    Warding Against the Change ............................................................................................................. 33

    The Cause and Nature of Lycanthropy .............................................................................................. 34

    Howlpacks ......................................................................................................................................... 35

    Chapter 11: Nephalia ............................................................................................................................. 37

    Overview............................................................................................................................................ 37

    Port Towns of Nephalia ..................................................................................................................... 38

  • 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.

  • Chapter 2: Ascending Darkness

    The horrors of Innistrad have learned the weakness of their prey. The werewolf howlpacks have

    tested the defenses of the country villages and found them pathetically thin. Now, werewolves

    terrorize hamlets across the countryside without fear of wolfhunters or weapons of blessed silver.

    Vampires pick and choose their human prey as they see fit, letting the vampire families gain in

    ascendancy across every province. Geists appear undaunted in the bedrooms of children and saints.

    The walking dead pierce the defenses of even Church-dominated towns. Monstrous flesh-

    constructions lurch unimpeded into protected sanctuaries, slaughtering innocents who relied on

    Avacyn's promises. As humanity's defenses crumble, Innistrad's tale of horror has become ever more

    dire.

    The Undying Threat The humans now face a dark new twist in the fight

    against the fiends. It's not just that the wards and

    prayers no longer bind these creatures. Now even

    the bonds of death no longer hold. Apparently

    slain werewolves have begun to stagger back to

    their feet, their hunger only renewed by their

    seeming destruction. Geists return after being

    exorcised by the clerics' most powerful

    banishment spells. Vampires laugh off stakes and

    fire, rising in spite of every trick and country

    secret known to kill them. Reassurances from the

    Avacynian Church fall on impatient ears as, more and more, the old lore no longer applies.

    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.

    The Eleventh Hour If anything good has come of this dark time, it's that humanity knows the stakes of its plight.

    Humankind's collective back is to the wall, so the few parish priests, pitchfork-wielders, and fiend-

    slayers who remain have learned to dispense with the traditional pleasantries. Avacyn might no

    longer support their feats of faith, but their magic has become enhanced by desperation, as the

    threat of death encroaches. Those practitioners of magic have learned to hurl the despair of their

    spiraling losses into their spells, giving them the strength to slice through the ranks of the dead

    rather than join them. The humans have even learned from their enemies, discovering new ways to

    tap into the tempting power of the grave and to cast deathly spells with amplified strength.

  • 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.

    The rise of the vampires Thousands of years ago, before there were vampires on Innistrad, Edgar Markov was an alchemist in

    the land that would become Stensia. Famine was sweeping the land, and the old alchemist Edgar

    searched for a solution that could help the starving families feed themselves. The answer was a

    brutal one: to undergo a blood ritual that would cause some of the people to feed on blood. It would

    provide sustenance to those few, reducing demand for the failing crops, but it would also cull the

    overall population, reducing the number of hungry mouths to feed. Thus were vampires born on

    Innistrad.

    But Edgar Markov's chilling tale has an even darker

    truth behind it. The famine was an expedient excuse

    for Edgar's blood magic, but in truth the aging

    alchemist was experimenting with ways to achieve

    agelessness for himself and his only grandson, Sorin. A

    demon called Shilgengar preyed on Edgar's ambition

    and whispered secrets that would point the way

    toward Edgar's blood-feeding experiment. Shilgengar

    also helped the old man overcome his squeamishness

    at what must be done. Still, Edgar needed prodding for

    him to go through with the ritual to create the blood-

    feeders. Shilgengar was one of few demons to exist on

    the surface of Innistrad at the time, and as it turned

    out, he became a kind of harbinger for his own kind.

    Edgar inflicted his curse of vampirism on his grandson,

    Sorin, awakening Sorin's latent planeswalker spark.

    And later, Edgar's actions indirectly led to a resurgence of demons in the world.

    And that's when the famine put him over the edge. The famine might or might not have been

    Shilgengar's doing. Either way, it was the genesis of this world's vampires. With his blood magic

    experiment, Edgar succeeded at finding a way to extend his own life. He anointed Sorin with the

    same vampiric stateand shockingly, his grandson disappeared.

    The trauma of the transformation had caused Sorin's devine spark to ignite.

  • 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 blood-

    feeders.

    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.

    Demons and Devilry The retreat of the supernatural fiends of the plane opened a spacean opportunity for Innistrad's

    infernal forces to manifest. Like Shilgengar long before, the demons and their hosts of impish devils

    began to make their presence known in far

    greater numbers.

    Avacyn engaged each demon in single

    combat, defeating them one by one. She

    found that new demons would appear a

    short time later and decreed: "What

    cannot be destroyed must be bound." She

    then forged a collar of silver to bind

    demonkind, so they could be hauled away

    and imprisoned. The Silver Collar became

    Avacyn's symbol and the holy symbol

    carried by Avacynian priests and cathars.

  • Chapter 4: The Daily Life

    Humans The everyday life of a human varies dramatically according to one's class. The wealthy families and

    clergy live in comfort and safety. Thraben clergy, in particular, have every need met by the church.

    The middle classesartisans and merchantsare also quite comfortable. But the working class and

    farmers have a much shorter lifespan; they are more at risk from the dark things of the world, and

    they suffer from more sickness and famine as well. A farmer lives an average of fifty years, while a

    bishop lives closer to seventy.

    Safety is the main commodity in Innistrad. The wealthier you are, the safer you can make yourself.

    The high walls of Thraben protect the well-to-do who live inside. Titled families in Gavony have

    fortified manor houses, while the farmers must make do with the wooden walls of their farmhouses.

    Because of the lack of physical safety, the poor spend a larger portion of their income of

    enchantments and non-physical means of protection. Tithing is required for everyone, and the

    church charges a small fee for every blessing and spell. Even at unstaffed little altars, payment is

    expected, and many of the faithful diligently pay even when there is no one to enforce it. Not

    unexpectedly, there is resentment among some for the amount of money required of the poor to

    uphold their faith. This resentment increases dramatically as the effectiveness of the Avacynian

    blessings diminish.

    For the humans of Innistrad, the purpose of life is not to live forever, but to have a restful "sleep"

    after deathtranquil oblivion, or perhaps oneness with everything, rather than becoming a

    tormented spirit, mutilated corpse, or undead abomination, as so often happens on Innistrad. The

    Sleep is considered a reward for a virtuous and vigilant life. "May you spend an eternity in the

    ground" is a common blessing among the people of this plane.

    The Moon of Silver and Innistrad's Seasons Innistrad's moon is both a source of hope and a harbinger of woe. Many Innistrad astronomers

    believe that the moon is a vast desert made of grains of

    pure silver, and that any extant silver on Innistrad

    originated from the moon.

  • Cathars and priests know the power of

    specially blessed silver to harm werewolves

    and ward off other horrors, so the moon

    has become associated with the divine

    strength of the archangel Avacyn. Some

    even perceive the shape of a heron in the

    areas of dark and light on Innistrad's moon,

    and so the heron has come to be a symbol

    of Avacyn. But the rise of the moon can also

    dampen protective magic and cause

    werewolves to transform from human to

    wolf. The fickle silver moon seems both to

    serve humanity and to bring out the worst

    evils within.

    Innistrad humans also name the world's seasons by different aspects of the moon, as it seems hold a

    strange influence on the world as the seasons change.

    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.

  • Chapter 5: Religion and the church

    Religion Faith in the church of Avacyn actually works, but there are no formulas that are consistently

    successful. Saying the mystical words in the right combination will result in protective magic, but

    some days it works better than others. And sometimes the evil it's warding against is more powerful

    than other times. The unreliability of the wards and blessings has led to disagreements over dogma.

    Although there is still only one church, sects have emerged over disagreements about the right way

    to do things. The goal of the church is safety, not perfection. Humans want to live in reasonable

    safety until they die, and then they want to remain peacefully in their graves. Cremation is forbidden

    because it is believed to result in a restless, angry spirit.

    In the Church of Avacyn, there is no conception of heaven and hell. The humans of Innistrad do not

    believe in a heavenly afterlife to reward their past deeds. And their equivalent of hell is a very literal

    thing: there are actual cracks in the ground

    where demons dwell. Avacyn is not expected

    to eliminate evil in the world or to create a

    perfect life for everyone. Instead, she is the

    font of safety and protection. She is the

    authority to whom the faithful must

    go before something bad happens, to help

    ward off those evils that have always been a

    part of the world.

    In Innistrad, church and state are deeply

    interdependent; there is virtually no

    separation of the two. Local governments rely on the power of the Church to keep order and

    maintain public safety. Often the rule of law is adjudicated by the prelature, lawyers and judges

    ordained by the Church. All education is handled by the Church, although different sects sometimes

    establish their own schools and training grounds. Except for merchants and artisans, all professions

    are part of the Church. Even merchants and artisans are governed by fellowships, which must be

    sanctioned by the Church.

    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.

    The Flight of Goldnight These angels are associated with the sun, in contrast with Avacyn herself. Once a year during the

    Harvest Moon season, the sun will not dip below the horizon for two full days, and during this time

    the moon isn't visible. Known as the Feast of Goldnight, this is the holiest day for the humans. It is

    the time when the Avacynian enchantments are strongest throughout Innistrad.

    The Flight of Alabaster These angels personify the Blessed

    Sleep and are associated with the

    Hunter's Moon season. They provide

    magic that wards against the

    desecration of dead humans.

    The Flight of Herons These are the angels of birth and purity

    and are associated with the New Moon

    season. Their magic is said to ward

    humans against harm in life (as opposed

    to the Alabaster host, which wards

    against harm in death).

    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.

    The Goal of the Skirsdag Skirsdag cultists have many ranks and followers throughout the world. Now people dont longer can

    rely on their former savior the turn to other powerful beings in the hope for salvation.

    Skirsdag priests try to open as many gates to the underworld as possible resulting in more and more

    demons and devils swarming into this world and leaving a trace of death and decay. Skirsdag

    followers know their summons bring destruction to Innistrad, but are willing to pay the price for of

    their own lives.

    Though cathars and the powers of the church actively fight vampires, werewolves and cultists alike,

    the Skirsdag try to remain underground,

    though society can feel the influence in their

    daily lives. Many Skirsdag rituals require

    human sacrifices or a tribute of blood for

    their demon masters and it is not uncommon

    for people to find bloody altars in cellars of

    houses or in the wild days after a demonic

    ritual.

  • Cultists and priests The skirsdag hierarchy is a lot like that of the church of Avacyn. The high priests is the first in

    command. Since Griselbrant is no longer in this world he still obeys other demons but can order

    devils to do his bidding. Priests perform rituals and are in command in larger regions while cultists

    are more the experienced members of the Skirsdag. Skirsdag followers are considered to be new

    members or people without any magical powers. The Skirsdag welcome new members which have to

    perform an oath to pledge their loyalty to the cult. This makes it very hard to infiltrate the cult not to

    mention the contact with powerful demons which can easely pick out the undercover members. This

    also creates a very save aspect to the cult and its members.

  • 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 powers and magic Humans have a multitude of tall tales about the evils and wonder of which vampires are capable. In

    reality, though, the vampires' universal suite of powers is limited to just three things: agelessness,

    slightly enhanced strength (approximately double that of a human), and a two-foot-wide aura of

    silence that emanates from them at will.

    Many vampires learn a uniquely vampiric form of glamer (quasi-illusion magic) that enables them to

    move among humans undetected. These are mind-affecting spells that alter what nearby humans

    think they're perceiving, rather than true illusion magic that changes the subject's appearance. As

    such, particularly strong-willed humans can sometimes shake off the effects of the glamer and see

    the vampire truly. Also, given time, power, elder vampires learn all manner of powerful magic,

    including flight, hypnotic gaze, transformation into other forms (such as that of a bat or a mist), and

    so on.

  • 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.

    Silver, the soothsayer Because of the connection between Innistrad's silver moon and its angels, and because the ritual that

    created vampires required the drinking of angel blood, silver has special properties vis--vis

    vampires: it causes them to see how they would have been in normal, mortal life, ignoring vampire

    glamer and reality alike. Because of this, vampires go to great lengths to avoid mirrors (glass backed

    with a coating of silver), because mirrors reflect their mortal images rather than their actual ones.

    This is also the reason why vampires can't cross running water in which the moon is reflected.

    Although silver weapons aren't particularly deadly to vampires, the presence of silver unsettles them,

    putting them at a disadvantage.

    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.

    The Unquenchable Thirst A vampire will starve to death in one full cycle of the moon unless it drinks as much human blood as

    an average human contains (about five liters). Almost any vampire will drink more than this if given

    the chance, however. Without enough blood, a vampire starves quicklyin a matter of several

    daysfirst desiccating before eventually crumbling to dust. Because of the source magic that created

  • all vampires, only blood from a living human will

    suffice. Vampire alchemists have attempted

    transmutations of animal blood to human blood, but

    all have failed. Blood from a dead human is also

    insufficient; if blood from a living human is like wine,

    blood from a dead human is like vinegar.

    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.

    Feeding and siring A vampire will drink the blood of his or her human victim, usually until the victim dies of blood loss.

    Sometimes the vampire is interrupted and the human will survive and recover. Although other

    humans might suspect the survivor of a vampire's bite of becoming a vampire, this isn't a possibility,

    because siring requires an exchange of blood. The survivor will be plagued by disturbing and

    sometimes erotic dreams for years but will not turn. When a vampire wishes to turn a human into a

    vampire, to sire the victim, the vampire must introduce his or her own blood into the victim. The

    simplest way to accomplish this is for the vampire to cut his or her own cheek or tongue before or

    during the bite. This act will "anoint" the victim, endowing him or her with the same "condition of

    the blood" that all vampires have. But this is only the first step. The victim, once anointed, will begin

    to feel the bloodthirst, and food will become unsatisfying within one to three days. But this first

    bloodthirst is special; only the blood of the sire can quench it. A newly anointed victim who doesn't

    drink the sire's blood before the next new moon will die. But if he or she does, the siring will be

    complete and the anointed will become a full-fledged vampire.

    Who do vampires choose to

    sire? Because vampires

    believe they are humanity's

    saviors, and because of

    their own decadence

    and hedonism, only the

    cream of the human crop

    is fit for siring. A vampire

    might decide to sire a human

    because of the 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.

    The work of Devils Devils often work in the employ of demons,

    stirring up chaos and woe. Devils aren't very

    dependable minions when it comes to servant

    tasksthey don't do well retrieving fragile objects or remembering to guard choke points. But devils

    are experts when it comes to generating and fueling bitter emotions. Demons are most interested in

    ways to demonstrate and expand their own power, seeking to tempt mortals to give up what's most

    precious to them. Devils, on the other hand, just want to repeatedly check who's at the top of the

    Things Are Going Okay in My Life Leaderboard and go wreck some self-respect. That works out well

    for their demon masters, because once a poor human's will has been broken and livelihood

    destroyed by devils, that human is much more desperate and apt to agree to a demonic deal with

    shudderingly harsh terms.

    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.

    Material and Immaterial Geists exist in the space between the material and thereal realms, so to varying degrees they

    possess qualities of both worlds. Thus some are able to walk through walls and then slash open

    throats. Others use the beliefs of the living against them; victims believe in the spirit so completely

    that they harm themselves with the power of their own mind. Some use fear to literally scare the

    victim to death. Some spirits use cold to freeze opponents or reduce their temperatures down to

    hypothermic levels when humans become lost on the moors or wander too far into the bogs. Other,

    more powerful ghosts use their force of will or emotion to condense matter (called ectoplasm)

    around their hands or weapons for a split second when they attack. Some use psychokinetic power

    to wrap objects around them (e.g., brambles, chains, spikes, glass, etc.), and then wield them against

    their foes.

  • 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.

  • Chapter 10: Werewolves

    The werewolf is a creature of duality, forever dragged between two worlds: it is both monster and

    man, nature and civilization, rational thought and raw savagery.

    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.

    A werewolf that has just

    changed back to human form is

    usually naked, disoriented, and

    covered in the debris, wounds,

    and bloodstains of the previous

    night's hunt. He or she has

    flashes of memories left over

    from canid form, often

    experienced with involuntary

    heart spasms and jolts of

    adrenaline, not unlike the

    experience of panic attacks. The

    days following a transformation

    are often filled with shame, guilt,

    and depressionand repression, as the lycanthrope struggles to feign normality, construct alibis, and

    hide evidence of his or her savage crimes.

    After reverting to humanoid form, most werewolves have partial memories of their time in canid

    form, and they clearly see the aftereffects of the destruction they've caused. This can send

    lycanthropes into the throes of depression, shame, or even hostility against others. A minority of

    lycanthropes actually embrace their werewolf nature, however, and actively seek to return to their

    canid state. Werewolves that revile their lycanthropy are called repentants; the few who embrace

    the wild are called wantons. While in canid form, however, all werewolves are savage beasts, all

    traces of their humanity gone.

  • Warding Against the Change Humans destroy known werewolves when

    they can; all lycanthropes are seen as

    abominations and mass murderers. But

    werewolves are dangerous creatures to face

    head-on, so wide-scale magical prevention is

    often employed to curb lycanthropy

    passively.

    Regular and repeated application of

    Avacynian magic can help prevent the

    change to canid form. Roadside shrines,

    prayer, angelic rites, the blessing of

    accomplished clerics, and the presence of

    holy symbols all help reinforce the

    werewolf's humanity, helping her hold on to her human form. Repentant werewolves often stay

    within the city limits, around their fellow man and the influence of religion, whereas wantons often

    venture into the wilderness, far from the wards and priests that keep their wolf essence in check. The

    full moon, however can overcome even powerful religious precautions. In addition, the power of

    angelic magic has waned in recent times, and werewolf transformations have become more common

    and harder to predict.

    Lycanthropes and the Moon There's no doubt that the moon holds sway over werewolves. As the moon's phases change, so

    changes the power of lycanthropy over the werewolf. As the full moon approaches, the effectiveness

    of divine magic becomes dampened, and werewolves change more readily.

    Werewolves in canid form are supernaturally strong and tough, and since the weakening of

    Avacynian magic, few protection spells have been able to harm them or keep them at bay. But

    werewolves have a weakness: pure silver that has been ritually blessed by a powerful cleric of Avacyn

    can cause them great agony. According to alchemists, silver's purity of material readily absorbs the

    divine magic. Arrowheads, spearpoints, and other weapons made from blessed silver can be

    powerful instruments for fighting werewolves.

    Silver and the Moon Mages have presumed a relationship between the moon and the metal silver for centuries, but the

    nature of that relationship remains a mystery. The respected astronomancer Jenrik once posited that

    Innistrad's moon is actually a vast desert composed of tiny grains of silver. He believed that any silver

    found on Innistrad actually originated from the moon's silver desert, and that terrestrial silver

    maintains a relationship with the moon's power. Why the moon seems to empower werewolves

    while silver harms them is not well understood.

  • The Cause and Nature of Lycanthropy There are many theories of how lycanthropy is caused or spread. Most sects of the Church of Avacyn

    hold that lycanthropy is a kind of demonic possession, but ritual exorcisms have not successfully

    purged the affliction. Most afflicted humans appear to become werewolves at some point in their

    lives rather than being born so, although there are sporadic (and chilling) tales of child werewolves in

    remote areas. Many alchemists and wolfhunters believe that werewolves are sterile, and only

    reproduce by cursing humans with lycanthropy; however, many commoners fear that they might be

    able to interbreed with humans or give birth to their own kind.

    The True Cause Lycanthropy is a supernatural curse that causes the victim's spiritual essence to become mingled with

    the wild essence of nature, symbolized by the wolf. The lycanthrope in effect has two souls, or one

    split soul. These two essences constantly battle for control within the victim. When the wild wolf-

    essence triumphs, the werewolf change occurs. This may explain why werewolves hunt humans so

    often; the wolf-essence desires to destroy the human side and triumph over humanity, and does so

    symbolically by brutally slaying humans.

    Transmitting the Curse: The Call and the First Hunt The curse of lycanthropy overtakes a person over a period of one night. One or more werewolves

    howl in the night, calling out to the victim. Soon after, the victim finds himself in the wilderness,

    under the silvery moon, surrounded by eyes glowing in the night. The victim's will is compromised

    already, the wild essence entering him and doing battle with his human conscience. The victim and

    the werewolves crash through the woods together, and over the course of the night, they hunt and

    kill their preyusually woodland game, but other humans or even another lycanthrope is not

    unheard of.

    The called victim begins to express wolf characteristics throughout the night, and as he sinks his

    teeth into bloody flesh, the curse perceptibly takes hold, and he transforms fully into canid form for

    the first time. There is a bone-chilling chorus of howls, and the First Hunt is complete. Later, the new

    lycanthrope usually staggers back into civilization, half-naked, barely recognizable through the blood

    and offal and wilderness debris, and nearly mad from fear and shameful memories. Thereafter, the

    werewolf must remain vigilant with prayer and caution, lest the wolf essence manifest again.

    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.

    The Krallenhorde: Innistrad's Largest Howlpack When an average Innistrad human thinks of a werewolf pack, he or she thinks of the Krallenhorde.

    The Krallenhorde has existed in some form for decades, composed of anywhere from fifty to over

    two hundred werewolves depending on the availability of prey and the phase of the moon. The most

    heterogeneous of howlpacks, Krallenhorde includes a mix of repentant and wanton werewolves, and

    has drawn members from all provinces of Innistrad. The alpha of Krallenhorde is currently the

  • werewolf Ulrich, a cunning and perceptive wanton who remains in the wild and runs with the

    howlpack even when he reverts to human form.

    Mondronen: Carnal Ritualists The Mondronen howlpack is composed of

    around sixty werewolves who are said to

    control a dark, bloody magic of nature. Their

    alpha Tovolar is a mute, silver-furred werewolf

    who leads his pack on revels of carnage and

    howling songs, and who never seems to revert

    to human form. The Mondronen wolves

    historically stayed far from centers of

    civilization, only preying on farmlands, rural

    communities, and remote monasteries. But as

    Avacyn's protective wards have diminished in

    strength, it's said that the Mondronen

    territory has grown closer to cities, and that

    their dark magics may soon spill over into

    genteel life.

    Leeraug: Killers of the Absent Moon Few know of the Leeraug, a relatively small and tight-knit pack of Innistrad's most vicious werewolf

    predators, but almost all have heard tales of their destruction. The Leeraug are unique in that they

    hunt under the black night of the new moon, rather than transforming when the moon is full. They

    favor the flesh and entrails of children, and often steal into homes and orphanages through chimneys

    or windows left ajar. The Leeraug alpha is Skaharra, a black-furred she-wolf noted for her tendency

    to kill along bloodlines, murdering entire families in a single night while sparing unrelated farmhands

    and servants.

  • Chapter 11: Nephalia

    Overview Innistrad denizens interested in commerce are attracted to Nephalia, which

    makes for an interesting mix of occupations and races in the province.

    Nephalia has numerous towns in which order is maintained by Avacynian

    clergy and their representatives. It has a "stock" of humans to be fed upon,

    thus the Stromkirk line is well represented here. It has busy trade routes

    with caravans of merchants and townsfolk milling between the cities for

    the Krallenhorde to prey on. And it has the ever-present Nebelgast, the so-

    called "Breath of the Sleepless," that rolls in and out with the tide, bringing

    with it a host of geists.

    In Nephalia, skaberen (creators of skaabs, the alchemically vivified

    constructions of flesh) and ghoulcallers (practitioners of necromancy) alike can find out-of-the-way

    places in which to practice and further their art with little or no interference from suspicious

    townsfolk or Avacynian authority. Both must remain highly secretive, as their trade is still feared

    within the general human populace, but the Stromkirk vampires and Nephalia's merchants see

    money to be made, so their arcane trinkets and dark services are tolerated as long as they remain

    only rumors at the local taverns.

    The merchants, known as the metzalar, are

    the glue that binds Nephalia together. They

    keep every separate party joined together by

    the exchange of goods and services and, of

    course, coin.

    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.

  • Prosperous and plentiful humans are good business for the

    Stromkirk, so Runo became a kind of secret Nephalian

    patron, supporting master craftsmen and commissioning

    buildings, towers, and ships, while funding any vampire-

    friendly efforts by alchemists and magisters. Out of

    this, Nephalia has become widely known for its masterful

    crafting and artistry with wood. Nephalian buildings, ships,

    chapels, and houses all bear a distinct and inspired art that

    sets it apart from the other provinces.

    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.

    Port Towns of Nephalia This province is defined by waterby its access to the ocean (the easiest of any province), by its

    many rivers that lead deep inland, and by its deltas, marshes, and lakes. Water enables commerce

    here but also gives Nephalia a silvery, mystical character; the clouds and the moon seem to be both

    above and below in most places.

    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 Tide and the Nebelgast Here in Havengul and all along the Nephalian

    coastline, spirits come and go with the tide, but that

    isn't to say that when the tide is out, spirits are

    absentthere are just far fewer. Because the tide is

    connected to the moon, the pull of the moon brings

    the spirits into the world of the living to haunt. The

    Nebelgast consists mainly of the marei (drowned

    sailors and shipwreck victims) and the niblis (frost

    phantoms), but there are a host of other ghosts and

    spirits that are pulled by the moon.

  • The River Ospid and the Morkrut.

    This creates a sizeable marsh known as the Morkrut. Few set

    foot within the Morkrut other than ghoulcallers, and even

    they can become lost in its mists. The Morkrut has been a

    dumping place for murder victims and unclaimed bodies for

    which no one will pay for proper burial. Because of this, the

    Morkrut is filled with banshees and other malevolent geists.

    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.