The Village of Krezk is a secluded, tight-knit community nestled against the towering, mist-covered mountains of Barovia. Enclosed by thick stone walls, the village exists in a near-constant state of quiet isolation, guarded from the darker forces that plague the land.
Unlike Vallaki or Barovia, Krezk has a unique, self-sustaining culture that values independence and survival, relying on the resources of the nearby Svalich Woods and the mountain-fed pools that sustain its people.
Approaching Krezk, visitors first encounter its heavy, fortified gates, a stark symbol of the town's defensive mindset. The villagers are cautious, even suspicious, of outsiders. They lead simple, rugged lives focused on farming, fishing, and craftsmanship, maintaining a modest yet organized way of life. The wooden cottages of Krezk are surrounded by modest vegetable plots and animal pens. Many of these cottages also hold small, family cemeteries on their land. Daily life here is quiet but purposeful, with residents tending to their livelihoods or gathering at small communal areas where the community often shares meals and information.
One of the most prominent features of Krezk is the Pool of Krezk, a pristine, mountain-fed spring located at the north edge of the village. Revered by the locals as a place of purity, the pool’s waters are believed to have restorative properties, and it is often visited by those seeking relief from illness or injury. Some villagers claim the pool is protected by a benevolent spirit, adding to the mystery and reverence surrounding it.
Overlooking the village from the mountainside is the Abbey of Saint Markovia, a grim, imposing structure surrounded by cold mist. The Abbey was once a revered place of healing and sanctuary, founded by Saint Markovia herself as a bastion of hope against Strahd’s influence. Today, it is under the stewardship of the Abbot, a strange figure who claims to carry on Saint Markovia's legacy. However, the Abbey is a shadow of its former self, filled with unsettling sounds, eerie chants, and the twisted forms of the mongrelfolk—a group of tragic, animal-human hybrids created by the Abbot's bizarre experiments. These poor souls wander the Abbey’s grounds, adding to the location’s sense of isolation and dread.
The Wizard of Wines, Barovia’s only source of comfort, stands on the brink of destruction. A fanatical group of druids have overrun the vineyards, turning them into a battleground of blights and despair.
The Town of Vallaki is a major location central to numerous aspects of Curse of Strahd. This ReinKarnated chapter of the adventure is especially huge with 17 maps with gridded and labeled variants, 30 NPC portaits and tokens, and 10 scenery renditions.