![[z_Publish/_assets/Village of Barovia Map.webp]] # General **Location:** The southernmost settlement in [[2-World/Regions/Barovia.md|Barovia]], hard against the cliffs below Castle Ravenloft. The only road out runs north through dark pine forest toward Vallaki. **Reputation:** A dying village under the shadow of its lord's castle — resigned, watchful, and quietly grieving. Newcomers are met less with suspicion than with pity. #### **Atmosphere** Fog pools in the low streets and never quite burns off. Shutters stay closed after dark, and the few villagers who still tend gardens or livestock hurry indoors well before dusk. A funeral bell tolls more often than any other bell in town. - Buildings are old timber-and-thatch, sagging under decades of damp and neglect. - The church and the burgomaster's mansion are the only two buildings kept in good repair. - Wolves are heard nightly at the tree line. Nobody hunts them. --- #### **Economy & Trade** - What trade exists is barter — grain, wine, and firewood passed between neighbors. Coin has little use when there's nowhere left to spend it. - The tavern, **Blood on the Vine**, is the one place villagers still gather, mostly to drink away the fear. - Vistani wagons occasionally pass through on their way to Tser Pool, trading trinkets and rumors. --- #### **Culture & Traditions** - Villagers avoid speaking Strahd's name after dark, referring to him only as "him" or "the Devil Strahd." - Burials are conducted quickly and without ceremony — an old habit, from years when the dead did not always stay buried. - A quiet tradition holds that the burgomaster's family are the valley's only line of defense against the castle's attention — a weight that now sits on [[2-World/People/Ismark Kolyanovich.md|Ismark]] and [[2-World/People/Ireena Kolyana.md|Ireena]] since their father's death. # NPCs List important NPCs here. # Travel hrs per day Travel Calculator / Exhaustion Level: | Destination | Travel Days | | ---|---| | Vallaki | 🕓: | | Krezk | 🕓: # CAMPING C - Commerce (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics A - Agriculture (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants M - Military (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports P - Philosophy (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums I - Industrial (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers N - Nesting (Housing and Civil Engineering) - Residential Areas, Inns/Hotels G - Government (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks ## Commerce **C - Commerce** (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics *(none published yet)* ## Agriculture **A - Agriculture** (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants *(none published yet)* ## Military **M - Military** (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports *(none published yet)* ## Philosophy **P - Philosophy** (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums *(none published yet)* ## Industrial **I - Industrial** (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers *(none published yet)* ## Nesting **N - Nesting** (Housing and Civil Engineering) - Residential Areas, Bridges, Parks, Inns/Hotels *(none published yet)* ## Government **G - Government** (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks *(none published yet)*