Character Creation

Ancestries

Barovia was cut off from the rest of Orden centuries ago, and is a mostly-human setting, but people of all ancestries can be found in the valley. Humans are very common; high elves, polder, and hakaan are fairly common, though hakaan in Barovia tend not to live in human cities; devils, dwarves, wode elves, and orcs are rare; dragon knights, memonek, and time raiders are very rare, but not unheard of.

There is no fantasy racism in Draw Steel Against Strahd. However, the people of Barovia are, for obvious reasons, deeply afraid and mistrustful of the undead. If you (the Director) have a player at your table who wants to play a revenant hero, make sure to discuss with them if and how they'd like that choice to impact their adventure.

Classes

All classes are suitable for Draw Steel Against Strahd—this isn't a "you must have a conduit to survive" situation. However, there are a few where you (the Director) might want to think through the implications before your campaign begins:

Complications

Barovia is magically cut off from the rest of the world. Complications with purely narrative benefits or drawbacks that rely on active elements of a hero's backstory—Exile, for example, or Grifter—might be very difficult to work into the campaign. I advise checking in with your players about the complications they've chosen and the depth to which they want to explore those complications, or and the degree to which they're happy with reflavorings.

There are a few complications that I think are a poor fit for this particular adventure.

There are a couple other complications I think might cause you a headache, like:

Then there are the complications that give treasures:

Careers and Perks

Some careers give heroes perks, and some of those perks may be troublesome. Specifically, But I Know Who Does and I've Read About This Place both rely on the hero plausibly having prior knowledge of the place or thing they're asking about, which may strain credibility given that Barovia has been cut off from the rest of the world for centuries. If you passionately want to allow these perks in your game, I suggest coming up with a supernatural reflavoring for how the knowledge is being conveyed to the hero—maybe the Mists whisper it to them (how? why? scary!), or maybe there's always a friendly ghost nearby ready to help out.

Flaws

Your players can choose one or more flaws from the table below to add a dash of darkness to their characters' stories. Encourage them to embrace their inner struggles and let these complex traits drive their arcs forward.

Flaw Character Arc
Ambition I must learn to value things other than power and control.
Anger I must learn to let go of my need for revenge.
Anxiety I must learn to be confident in my ability to protect those I love.
Apathy I must learn to hold hope again for the future.
Control I must learn to let go of my need to control those around me.
Cynicism I must learn to have faith in things greater than myself once again.
Denial I must learn to allow myself to grieve for the things I have lost.
Doubt I must learn to become the hero that I've been waiting for.
Greed I must learn to let go of the things I believe I'm owed.
Grief I must learn to move past the loved one that I lost.
Guilt I must learn to let go of my guilt for my failure to protect my loved one.
Hesitation I must learn to conquer my fear of the responsibilities that are expected of me.
Hubris I must learn to accept that others have wisdom that I do not.
Impiety I must learn to find my way back to the grace that I abandoned.
Insecurity I must learn to define myself apart from the expectations of others.
Isolation I must learn to open up and allow others to get close to me.
Naivete I must learn to protect myself from those who would take advantage of me.
Nostalgia I must learn to leave the past behind and to look to the future instead.
Obsession I must learn to confront the harms that my obsessions have caused to others.
Paranoia I must learn to stop using my fears as an excuse to harm others.
Pride I must learn to ask others for help, rather than shouldering responsibility alone.
Recklessness I must learn to slow down—to stop, wait, and think before I act.
Resentment I must learn to let go of the anger that was born from my grief.
Ruthlessness I must learn the value of mercy and compassion.
Sanctimony I must learn to let go of my need to feel righteous and pure.
Shame I must learn to let go of my guilt for the mistakes that I have made.
Spite I must learn to forgive those who have hurt those I love.
Stubbornness I must learn to overcome my pride and make amends to those I have hurt.
Timidity I must learn to stand up for myself, rather than letting others control me.

Bonds

Your players can choose one or more bonds from the table below to weave a tapestry of connections between their characters and the ghosts of their pasts. Encourage them to reexamine and grow beyond these memories as they venture through Barovia, informing their interactions with the NPCs and narratives they encounter.

Bond Character History
Betrayal One of my siblings was cruel to me as a child. I've forgiven them, but never forgotten.
Bitterness Two warring lords brought devastation to my community. I wish I could show them the cost of their war.
Boundaries I was once pursued by an unrelenting suitor. No one should have to endure what I did.
Comparison My older sibling was burdened by great expectations while I was not. I think they resented me for it.
Compassion Someone tried to steal from me once. Rather than hurting them, I helped them instead.
Concern One of my loved ones left home to seek their fortune. I hope they're staying safe.
Corruption Everyone knows that power corrupts. I've seen how firsthand.
Determination My mentor was one of the few people that believed in me. I'm determined to make them proud.
Devastation Someone once destroyed everything I cared about. I can't understand what could drive someone to such evil.
Devotion I love my family above all else. There's nothing I wouldn't do to protect them.
Dignity People should never be used as a means to an end. I should know.
Division My family was split by a bitter feud. I still hope that they'll reconcile someday.
Empathy I'll never forget the sound my parents made when they learned that my sibling had died.
Faith I know what it's like to be persecuted for what you believe in. I never let it shake my beliefs.
Forgiveness Someone once did me great harm. It was only much later that I learned to forgive them.
Gratitude Someone took me in when I had no one else to turn to. I'll always be grateful.
Hope I lost someone close to me to addiction and vice. I still hope that they'll get better someday.
Humility I've seen what happens when people think they have all the answers. It never turns out well.
Judgment I've seen people cause great harm in the name of faith. They laughed when I called it a sin.
Loss One of my loved ones was stolen away from me. I'm still searching for them.
Loyalty Someone close to me fell onto a dark path. I'd do anything to redeem them.
Nostalgia One of my parents loved to create things. Their work always brought me joy.
Oppression A cruel lord once ruled my community. I'll never forgive the harms he caused to my people.
Regret I once knew someone with grand, ambitious plans. I wish they'd heeded my advice.
Responsibility I watched someone allow their family to come to ruin. I'll never do the same.
Romance Love never dies. It might flicker, but I'll never let it burn out.
Secrecy I once promised someone I'd keep their secrets safe. I intend to do so—no matter the cost.

Motivations

If you choose to use the Barovian Relics adventure hook for one or more heroes (see Chapter 3: Running the Game), have those players choose a core character motivation from the following table.

d10 Motivation Relic
1 Power Amber Shard
2 Redemption Firebird's Feather
3 Family Hand-Knit Scarf
4 Legacy Dragon's Scale
5 Healing Wolf's Tooth
6 Freedom Raven's Feather
7 Knowledge Crumpled Page
8 Faith Sunrise Medallion
9 Harmony Stone Crest
10 Justice Broken Blade
Wait, Where Do These Come From?

Barovia, for real. People don't get out of the valley, but things aren't people. The Mists are always hungry for new adventurers to eat/feed to Strahd/use to torment Strahd, so sometimes they'll take a lost thing and let it fall out of the mists and back into the prime manifold. Only lost things get out this way; there's no way to cleverly use this to pass messages out of the Mists, or what have you. It's fairy tale logic.

Once a player has chosen their hero's core motivation, use the relevant section below to aid that player in developing their character's history and goals.

Power—The Amber Shard

A hero seeking power begins the campaign with the amber shard, a small chunk of amber resin mounted on a chain-link cord. The shard is inset with complex, three-dimensional arcane runes which speak of a path that leads to untold power. The hero who possesses the amber shard should have strong, vivid reasons to want to find and claim the power that the shard promises.

Unbeknownst to the hero, the amber shard was formerly a part of a dark vestige's amber sarcophagus in the Amber Temple in Barovia.

Which Vestige?

Zantras, the Kingmaker, seems appropriate. See Arc S - A Sword of Sunlight#Northeast Vault for further details.

Developments.

If the hero would die in Barovia while in possession of their amber shard, it behaves as described in Amber Shards, offering the hero an opportunity to forge a pact with a vestige of the Amber Temple: Zantras, the Kingmaker.

Redemption—The Firebird's Feather

A hero seeking redemption begins the campaign with the firebird's feather, a large, snow-white feather. When viewed beneath the light of the morning sun, the feather's barbs glimmer like golden flame. The hero who possesses the firebird's feather should have strong, vivid reasons to believe that the feather will one day lead them to redemption for the sins that they have committed.

Unbeknownst to the hero, the firebird's feather formerly belonged to Lugdana, a warrior-saint of the Lady of Morning. The Abbot, who dwells in the Abbey of Saint Markovia in Barovia, was once Lugdana, who was a reincarnation of Saint Markovia herself.

Developments.

Family—The Hand-Knit Scarf

A hero seeking family begins the campaign with the hand-knit scarf, a scarf in complex stranded colorwork. The scarf is very soft, and long enough to be worn around the neck or over one's head. When bright sunlight, moonlight, or starlight is allowed to fall on it, the colorwork patterns seem to glow with the warmth of home. The hero who possesses the hand-knit scarf should have received the scarf from a beloved family member, and should have strong, vivid reasons to long for a sense of family and belonging.

Unbeknownst to the hero, the hand-knit scarf once belonged to Natalya Altynovna, mother to Marya Natalyevna and granddaughter to the warrior-saint Lugdana. The pattern was a gift from Natalya's wife Barsina in the early days of their relationship, and the scarf carries the memory of all the joys Natalya and Barsina experienced together. The scarf was lost on the night Natalya died and Marya's home village was destroyed.

Developments.

Legacy—The Dragon's Scale

A hero seeking legacy begins the campaign with the dragon's scale, a large silver scale that always feels cold to the touch. A hero who touches the scale feels a fleeting sense of safety, protection, and comfort. The hero who possesses the dragon's scale should have received the scale from a family member, and should have strong, vivid reasons to believe that the scale will one day unlock the secrets of their heritage.

Unbeknownst to the hero, the dragon's scale formerly belonged to Argynvost, the dragon who founded the Order of the Silver Dragon. The order's headquarters, the mansion of Argynvostholt, can be found in Barovia.

Developments.

Healing—The Wolf's Tooth

A hero seeking healing begins the campaign with a wolf's tooth coated with clear resin and mounted on a leather cord. The tooth seems to lengthen and sharpen on nights of the full moon, and calms its wearer's dreams when worn at night. The hero who possesses the wolf's tooth should have strong, vivid reasons to believe that the tooth is the key to curing a particular wound, malady, or curse that ails them.

Unbeknownst to the hero, the tooth once belonged to a wolfir—a werewolf that served the goddess known as the Hunter before her gift of lycanthropy was twisted into a curse. The Hunter's holy place, the Forest Fane, dwells amidst the woodlands of Barovia, silently waiting to be restored.

Alternatively, if your player is interested in a werewolf-related backstory, consider having the tooth belong to Kiril Stoyanovich, who has been known to slip in and out of the Mists to terrorize innocents.

Developments.

Freedom—The Raven's Feather

A hero seeking freedom begins the campaign with a raven's feather, a small, black feather with soft, downy barbs. When held aloft before a storm, the feather seems to gently tremble, exuding the scent of cold rain and damp earth. The hero who possesses the raven's feather should have strong, vivid reasons to believe that the feather will always guide them to those who need liberation.

Unbeknownst to the hero, the feather once belonged to the roc of Mount Ghakis, a servant of the goddess known as the Seeker, whose Mountain Fane rests in the shadow of Mount Ghakis in Barovia. The roc once enjoyed disguising itself as a common raven, and shed this feather on one such occasion.

Developments.

Knowledge—The Crumpled Page

A hero seeking knowledge begins the campaign with the crumpled page, an old, yellowed page that was torn from its book long ago. The page is written in strange and cryptic arcane runes; those few runes that can be decoded speak of a path that leads to immortality. The hero who possesses the crumpled page should have strong, vivid reasons to want to unlock the secrets that the page possesses.

Unbeknownst to the hero, the page was taken from the library of Exethanter, a lich who dwells in the deepest sanctum of the Amber Temple in Barovia.

Developments.

Faith—The Sunrise Medallion

A hero seeking faith begins the campaign with the sunrise medallion, a bronze disc engraved with the image of a rising sun. The disc glitters like gold when exposed to the light of the sunrise, and a hero that touches it feels a fleeting sense of reverence, righteousness, and peace.

Unbeknownst to the hero, the medallion once belonged to Sergei von Zarovich, the brother of Strahd von Zarovich and an acolyte of the Lady of Morning who was once expected to become the high priest of her church in Barovia.

The hero who possesses the sunrise medallion should have strong, vivid reasons to believe that it will strengthen or guide them in faith, and that certain signs of the divine will lead them to those in need of salvation and deliverance.

Developments.

Harmony—The Stone Crest

A hero seeking harmony begins the campaign with the stone crest, a flat, round stone engraved with the image of a three-pointed star. On the nights of the new moon, the star seems to glimmer with emerald light.

Unbeknownst to the hero, the crest once belonged to a conduit of the Three, in a time before Strahd bound the land to himself; the engravings upon it depict the symbols of the Seeker, the Weaver, and the Hunter. The hero who possesses the stone crest should have strong, vivid reasons to believe that the symbols upon it represent a primal or divine power of harmony and nature, and that the crest can aid them in restoring the sanctity of wild places.

Developments.

Justice—The Broken Blade

A hero seeking justice begins the campaign with the broken blade, the shattered tip of an elven longsword. The blade is engraved with the sigil of a strange creature like a many-antlered deer, and seems to be made of solid shadow.

Unbeknownst to the hero, the blade once belonged to Erevan Löwenhart, a shadow elf noble and talented swordsman who used the brush stalker as his personal sigil. However, Erevan refused to pay tribute to King Barov von Zarovich, a powerful warlord and the father of Strahd von Zarovich. Rahadin, Erevan's son, helped King Barov crush the shadow elf resistance. Rahadin then broke Erevan's blade and personally executed Erevan and his family as punishment for his defiance.

The hero who possesses the broken blade should have strong, vivid reasons to pursue justice for persecuted people, and to believe that the blade will one day deliver vengeance to the traitor who destroyed its original keeper.

Shadow Elf Heroes

If the hero with the broken blade is a shadow elf, consider making them related to Rahadin or Kasimir.

Developments.

Design Notes

Knowledge and Power. The knowledge and power relics have been swapped. Mostly, this is because the hero in my own campaign seeking knowledge is a revenant interested in the mysterious magic that kept him alive beyond death, and a page from a lich's library seemed more appropriate than an amber shard. But also, the amber shards encountered later in the adventure are all about exchanging power for your soul (literally or metaphorically), so I think this amber shard is better suited to someone searching for power.

Wealth. Wealth is gone! It's just not a very interesting motivation for a hero, in my opinion, and doesn't tie in with the themes of the adventure. Plus, wealth as a motivation is usually a stand-in for something more interesting, like safety, power, or legacy—better to encourage everyone to dig deep and find that second, juicier layer of motivation. Plus, every time I tried to come up with interesting wealth-related mechanics for the relic's awakened and transformed versions, I found myself bored. And, as the final nail in the coffin, d12s aren't used often (ever?) in Draw Steel; a d10 table just feels nicer.

Ambition. Similar thing here. Ambition for what? Power, knowledge, legacy...? Just "ambition" isn't much to go on, if you're looking to give a hero a satisfying character arc. Begone!

Duty and Freedom. One can be motivated by duty, but it's not really something one can achieve, is it? Like wealth, there's usually some other reason hero might be duty-focused—guilt, for instance, in which case they're better off with the redemption or healing relics, or obligation to family, in which case they're better off with the family or legacy relics. Or, alternatively, if the duty is unwanted, a burden rather than a voluntary service, the hero might actually be seeking freedom. Hence the new meaning to the raven's feather! Plus, the raven's feather naturally lends itself to flight-related rewards, which feel more like freedom than duty to me.

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