Keep in mind, this is what the Barovians believe; it doesn't necessarily mean it's true!!
∙ A vampire can’t enter a residence without an invitation from one of the occupants.
∙ Running water burns a vampire like acid, and sunlight causes a vampire to burst into flame.
∙ A vampire must rest in its coffin during the day. At night, it can summon wolves and vermin to do its bidding. A vampire can transform into a bat, a wolf, or a cloud of mist. In its humanoid form, it can dominate you with its powerful gaze.
∙ Never harm a raven, lest ill fortune befall you!
∙ Ireena is not the natural daughter of the burgomaster; she was found as a young child at the edge of Svalich Woods with no memory of how she got there.
∙ Father Donovich also suggested that Ireena be taken to the Abby of St. Markovia in Kresk, the most western town of Barovia where there is another church dedicated to the Morning Lord.
∙ Anyone who attempts to leave the land of Barovia begins to choke on the fog. Those who don’t turn back perish.
∙ Wolves, dire wolves, and werewolves prowl the Svalich Woods, and hungry bats fill the skies at night.
∙ The village of Barovia sits at the east end of the valley.
∙ The town of Vallaki lies in the heart of the valley. Its burgomaster is named Baron Vargas Vallakovich.
∙ The fortified village of Krezk lies at the west end of the valley and is built around an old abbey.
∙ Wine is the lifeblood of Barovia — for some, it is the only reason to keep living. Barovian taverns get their wine from the Wizard of Wines winery near Krezk.
Keep in mind, this is what the Vistani believe; it doesn't necessarily mean it's true!!
∙ Our ancestors helped Strahd in a time of need so he leaves us alone.
∙ There is an old windmill on the road between the village of Barovia and Vallaki. It should be avoided
∙ Killing a raven is bad luck.
∙ Strahd has taken many consorts, but he has only known known one true love; a Barovian peasant girl named Tatyana.
“The first card tells us of an item related to the past, of history. Knowledge
of the ancient will help you better understand your enemy’s weakness. Without
understanding his weakness, there can be no hope of victory. Your enemy knows
this, and his secrets have been concealed far from prying eyes. This card is the
seven of coin. The thief lives a dangerous life, always in danger of his actions
being unearthed, living in peril and uncertainty. The knowledge you seek is
buried at the crossroads between life and death where a noose swings.”
“The second card tells us of the present. You are not yet ready to confront such
a great evil, and so for now you require safety, protection. There is an item
that would be of great help now, to help you defend yourselves, to ward off
powerful forces that assail you. This card represents a powerful force for good;
something that brings a great hope. Only through its divine protection can you
think to survive long enough to prepare yourselves to face your tormentor. The
ten of coin, the master of coin, the rogue. The rogue is not like the thief. He
lurks in the shadows and bides his time, as must you. I see a nest of ravens
above blue water. Hidden in their nest you will find their most cherished prize
which is the object you seek.”
“The third and final common card looks to the future. It tells us of a weapon of
great power and strength; a weapon of vengeance you might acquire that glows
with the brightness of pure sunlight. Wielding its immense power, you will
strike at your enemy, and rid this land of the darkness that plagues it once and
for all. The five of glyphs, the druid. You must seek this weapon in a place
where the balance of nature has been corrupted. I see an evil tree that grows
atop a hill of graves where the ancient dead sleep. Look for this weapon there.
Those that wear their feathers black can help you find it.”
“Now, for the fourth card from the high deck. This should shed light on one who
may be enlisted to help you in your battle against the darkness; an ally. Ahh,
curious: the broken. Hmm. A wizard with a broken mind but with strong magic
spells. Yes, you must seek him out in the mountains that overlook a lake to
its south. Only by a great restoration of his broken mind will his aid be
favorable.”
“Lastly, we come to the final card. The one at the center of it all. Your
ultimate enemy, is a creature of darkness whose powers are beyond mortality.
This card will lead you to where he may always be found. But only after you
have learned the past, when you have staved him off with the object of
protection, acquired the weapon of power, and when you have your ally. But
where? The darklord. He lurks in the depths of darkness under a great fortress,
in the one place to which he must return.”