Locations

Atlas of the Mists

Explore the locations known to the party, organized from domain to settlement to site. The archive currently holds 68 records.

The party is here

Current location

Current
  1. Domain of DreadBarovia
  2. SettlementVallaki
  3. SiteBlinsky's Toys

A Vallaki toy shop where fine craftsmanship, Izek's troubling commissions, and a missing clockwork man drew the company's attention.

Open Blinsky's Toys

Known geography

Domains and regions

Open a domain to trace the places contained within it.

Current domain Barovia A land beyond Darkon's Mists and the destination of Dr. Rudolph van Richten's final hunt. 16 records
Domain overviewOpen Barovia
  • Known, not visited

    A frozen temple south of Vallaki, identified by Two Hundred Summers as a possible source of answers about the Dark Powers and the domains.

  • Settlement

    Krezk

    Known, not visited

    A Barovian settlement Mordenkainen warned the company away from, now named by people fleeing through the woods near Vallaki.

  • Region

    Svalich Woods

    Visited

    The forest surrounding the party's lakeshore arrival in Barovia. Twig blights and a druid patrol made its dangers immediately clear.

    • A hidden magical sanctuary in the Svalich Woods, reached through a portal in a rock wall at the Mists' edge.

  • Settlement

    Vallaki

    Current

    A walled Barovian town identified by Vidic as a Keepers stronghold and governed by Burgomaster Vargas Vallakovich.

    • Current

      A Vallaki toy shop where fine craftsmanship, Izek's troubling commissions, and a missing clockwork man drew the company's attention.

    • Active

      A large multistory inn in Vallaki that serves as a Keepers of the Feather refuge and the party's local home.

    • Dangerous

      Fiona Watcher's former Vallaki residence and cult headquarters. The building animated and swallowed its attackers before Chip's fire consumed it, killing the household NPCs left inside.

    • Refuge

      A crowded refuge in Vallaki, consecrated again after the company recovered St. Andral's stolen bones and Milivoj returned them to Father Lucian.

    • Visited

      Henrik's Vallaki workshop, where the stolen church relics were recovered and six vampires were discovered in soil-filled crates upstairs.

    • Visited

      A yard of locked sheds and a warehouse where the company shopped on festival morning and opened Rictavio's trapped carnival wagon.

      • Entered

        A colorful carnival wagon at the Vallaki stockyards, owned by Rictavio and found to contain a large armored sabercat behind a trapped lock.

  • Known, not visited

    A Vistani camp near Vallaki, identified by Soldar from a forest path during the return from the hunting expedition.

  • Mentioned

    Barovia's only known winery and a Keepers of the Feather contact point, now in crisis because its grapes have stopped growing.

  • Landmark

    Yester Hill

    Mentioned

    The ancestral home of Strahd, according to a captured Barovian druid, and the base of the druid's order.

Domain of Dread Darkon A vast Domain of Dread where the party began its journey, believing they had always lived there. Darkon steals the memories of those who enter, and the disappearance of its former ruler, Azalin Rex, has left the domain divided among competing powers. 46 records
Domain overviewOpen Darkon
  • A research institute in Darkon toward which Professor Aldrich Shale was traveling.

  • Visited

    A castle in Darkon saturated with dangerous magic. A shadow dragon or shadow-dragon faction has summoned the party there.

    • A dark, metal-lined cage chamber beyond the Bone Chambers. It held a mixture of dangerous and desperate prisoners, while skeletons still threatened anyone crossing its threshold.

    • Corpse- and bone-filled chambers beneath Castle Avernus containing a sealed coin vault and a gargantuan skeletal beast.

    • Partially explored

      Burial chambers beneath Castle Avernus where the party searched unsuccessfully for Irik Zal'honan's tomb and found the amnesiac prisoner Voss.

    • A chamber where time and presence seemed to overlap as three figures offered competing futures for Darkon.

    • A concealed collection reached by stairs behind a moving bookcase in Castle Avernus's upper treasury. Its books contain information about other domains.

    • A hidden laboratory and study reached through an animal-dug tunnel from the Bone Chambers. Its shelves hold spellbooks, components, experiments, and an adjoining storeroom of unsettling preserved specimens.

    • A sparkling, magic-saturated chamber whose cages contain both arcane materials and living prisoners.

    • A ruined chamber that first appeared as an extravagant, giant-scaled throne room sustained by a mouldering crowned giant.

    • A dark-metal chamber of cages and restraint devices arranged around a dagger-lined magic circle and a copper brazier.

    • A gilded upper chamber glowing with gold and filled with rare paintings, treasure chests, gems, and spell scrolls.

    • Visited

      An immense chamber within Castle Avernus dominated by a cracked cylinder and saturated with conjuration magic.

    • Visited

      A vast Castle Avernus archive of thin, unmarked personal records arranged around an enormous central name index.

  • Dangerous

    An ancient, dark woodland crossed by the Ascent and lying below the approach to Castle Avernus.

  • Road or route

    Hook Road

    Traveled

    The road the party followed east from Rivalis toward the Final Audit and the Ascent.

  • Settlement

    Il Aluk

    Known, not visited

    A “dead city” mentioned by Black Lily and Lady Embermere.

  • Settlement

    Martira Bay

    Visited

    A sprawling coastal city and busy port beneath a central black tower. Guild wealth and Kargatane authority shape its districts.

    • Dangerous

      A well-appointed residence in Martira Bay's affluent East District where Black Lily prepared the expedition to Castle Avernus.

    • Known

      An upscale establishment in Martira Bay where Aldo believes the party can find someone knowledgeable about vampires.

    • Mentioned

      An inn near Martira Bay's northern warehouse district that Black Lily recommended as one possible refuge.

    • Open

      A public library in southern Martira Bay containing modern biographical material and obscure histories of Darkon's ravens.

    • Open

      A rowdy Martira Bay inn that imitates upper-class elegance without achieving it.

    • Open

      An inn in southern Martira Bay near Faith's Library, recommended by Black Lily as a place for the party to wait.

    • Abandoned or cleared

      A Kargatane lounge and meeting hall in Martira Bay's western quarter near the government palace.

    • Site

      Rat House

      Dangerous

      A Martira Bay building where the party previously saw rats entering in a line and later fought Boneless and a merged rat-swarm creature outside.

  • Settlement

    Mayvin

    Known

    A settlement famed for gnomish invention and the Patent Hall.

  • Settlement

    Nartok

    Mentioned

    A Darkonian settlement toward which Aldo intends to flee as Rivalis collapses.

  • Settlement

    Neblus

    Fled

    An old, predominantly elven city in Darkon where mausoleum-like buildings rise above streets paved with the graves of its dead.

    • Open

      A large, functional inn in Neblus, kept by the elf Drelm.

  • Settlement

    Nevuchar Springs

    Mentioned

    A Darkonian settlement that Rage associated with good cheese and that Duskren Kalvar described as the center of Darcalus Rex's return.

  • Region

    Redleaf Lake

    Mentioned

    A lake feeding the river crossed by the Ascent.

  • Settlement

    Rivalis

    Shroud-overrun

    Rivalis is a bright, picturesque lakeside town in Darkon whose flower gardens and bustling markets conceal a growing tangle of supernatural dangers.

    • Lost to the Shroud

      A modest, multistory wooden inn in Rivalis operated by Ewing Watergleen. All three party members arrived here independently on the night before they met.

    • Partially explored

      The Crystal Gardens are a vast glass-domed garden complex on the shore of Rivalis's lake and the town's most prominent building.

    • Active

      A civic building on Rivalis's central square that contains the office of Chief Constable Von Anbach.

    • Lost to the Shroud

      A less reputable inn in Rivalis where Plute spent the night when he could not stay at the Coachman's Rest.

  • Settlement

    Tempe Falls

    Mentioned

    A distant city beyond Mayvin where dwarves and gnomes carved their homes into rock around great waterfalls.

  • Road or route

    The Ascent

    Traveled

    An unfinished eastern road intended to reach the distant settlement of Tempe Falls.

  • Open

    An old, well-established roadside inn marked by a finely worked wooden sign.

  • Active

    A large, luxurious creamery south of Rivalis that produces the locally famous Screaming Cheese. Its resort-like hospitality conceals diseased cattle and a mysterious living mold.

Domain of Dread Har'Akir Ooru's desert homeland and the domain ruled by the god-king Ankhtepot. The River Dancer briefly passed through its shallow sea before Ooru returned home. 1 record
Domain of Dread Lamordia A frozen, bleak Domain of Dread described in Rivalis as a place where the dead are made into life rather than raised as undead. 1 record
Domain of Dread Richten House A beautiful estate hidden beyond the Shroud inside its own small, mist-bound domain. Investigation within established that it was the home of Dr. Rudolph van Richten, whose armory, laboratory, and research remain inside. 1 record
Between domains The Mists Places and vessels encountered while traveling between the Domains of Dread. 1 record
  • Vessel

    River Dancer

    Departed

    A gambling and entertainment ship commanded by Captain Snowmane, last seen departing Barovia into the Mists.

Location unknown Beyond the map Places known to the party by name, but not yet fixed to a domain or region. 1 record
  • Settlement

    Dumandu

    Mentioned

    Lafing and Fling's home port, remembered as a place of revelry and dancing.

Domain of Dread Klorr A domain described by Two Hundred Summers as a prison of time, with thirteen worlds orbiting an inner eye and a watchmaker compelled to perform hourly rituals. 1 record
Browse every location A–ZA compact fallback when you already know the name. 68

68 items under this folder.