Ferrante of Naples — Prince of the Still Court

Ferrante of Naples, Duke of Calabria, at his palace overlooking Naples

At a Glance

NameFerrante d’Aragona (Ferdinand)
TitleDuke of Calabria; acknowledged heir of Alfonso V
HomeKingdom of Naples
StatusAlive and active in 1454
AlignmentLawful Evil
AlliesAlfonso V, Isabella of Chiaromonte, loyal Neapolitan captains
OpponentsAngevin claimants, unreliable barons, anyone who knows the Still Court
SecretThe Still Court: bound undead beneath Castel Nuovo

Ferrante opens a heavy door beneath Castel Nuovo. Twelve dead courtiers stand in alcoves, each dressed for the last occasion on which they appeared alive. Their open eyes follow his guests. Ferrante addresses a dead baron, and the corpse bows before naming the courtier who paid for his murder.

Ferrante is not yet king. His father, Alfonso V, rules Naples; Ferrante is the Duke of Calabria, preparing for a succession that ambitious barons and foreign claimants intend to contest. He remembers obligations, rewards service and does not forgive betrayal. Every decision is weighed against the inheritance he expects to receive.

His most closely guarded weapon is not a sword or an army but the Still Court, a private collection of his dead enemies reanimated as witnesses, attendants and sentries. These are not preserved corpses. Every body in the gallery is undead. Some retain their minds and their hatred; others obey the keeper’s seals without understanding the orders they carry out.

What Is Happening Right Now?

A treasurer has denied a payment. A dead notary beneath the castle remembers the witnesses to the transaction. Ferrante means to compare the living testimony against the dead before accusing a family whose support he needs.

An alcove stands empty. The baron in crimson has gone missing from his place in the gallery without breaking his seal. An escape would embarrass the heir; evidence that someone else can command his undead would be much worse.

The barons are testing his succession. Ferrante’s marriage to Isabella of Chiaromonte strengthens his southern alliances, but several houses still listen to rival Angevin claims. He wants a list of their secret meetings before he decides whom to forgive.

Household, Allies and Enemies

Alfonso V: Ferrante’s father is still king. Ferrante cannot publicly act as sovereign without risking his patron’s displeasure. Isabella of Chiaromonte: his wife brings powerful familial connections and a political judgment he respects, though she does not command the gallery. The Neapolitan barons: some are sincere allies, others bargain while preparing for a change of dynasty. The Angevin party: a dangerous source of competing claims, soldiers and money.

At court Ferrante rewards competence, maintains written agreements and punishes deliberate disobedience. His Lawful Evil character is apparent in his methods: he keeps his promises where they bind others, makes the price of treachery unmistakable and prefers enduring control to casual slaughter. He is capable of protecting loyal servants even while subjecting captive enemies to a fate worse than death.

The Still Court — Gallery of the Undead

A concealed service stair beneath Castel Nuovo leads to a stone chamber of lamplight, alcoves and locked oak screens. The occupants wear doublets, chains of office, funeral garments and damaged armour. The skin of some resembles wax; others have the dry parchment texture of bodies long since buried. None of them rests.

All the displayed dead are animated. Lesser skeletons and zombies stand watch among the noble bodies; the most dangerous prisoners retain intelligence, memory and private designs. A seal affixed to each alcove compels its occupant to remain in attendance until summoned. Ferrante uses the collection as a gallery of warnings, a source of confidential testimony and an armed defence for his secret documents.

The Dead Who Remember

The Baron in Crimson: an intelligent wight dressed in his old burgundy coat. He remembers the man who bought his betrayal and longs to see his daughter again. He may cooperate with adventurers who offer freedom or news of his surviving family; he is no harmless witness.

The Black-Lipped Notary: an intelligent mummy who can recite agreements, witnesses and dates from memory. He cannot abandon his station without release, but he can omit a decisive clause, accuse the wrong person or reveal a second secret at the worst moment.

The Nameless Retainers: bound skeletons and zombies stationed as attendants. They stand without moving until the keeper speaks their orders or steel is drawn; none has the political acumen of the higher prisoners.

The Keeper of Names

Ferrante’s necromantic keeper maintains a register of identities and wax seals inscribed with each servant’s binding. The keeper performs the rites; Ferrante himself is no trained necromancer. His signet authorises commands, but the keeper alone knows how to repair a broken bond. The keeper enjoys comfortable quarters and protection, yet understands that becoming another exhibit is a genuine risk.

Break a seal: its undead prisoner ceases to obey Ferrante’s standing instructions. The creature remains undead and chooses whether to flee, negotiate, take revenge or attack. Steal the register: the prince cannot reliably identify or control every servant. Free a witness: an exposed secret can ruin a noble household. These are alternatives to fighting the entire gallery.

A Visit Below the Castle

Ferrante invites an influential guest into a curtained chamber and asks a corpse a question that only the deceased could answer. He watches how his visitor reacts before offering a bargain. The prisoner may tell the truth and still manipulate the living; the prince may speak with impeccable manners while demonstrating that death does not release a debtor from his authority.

Adventure Hooks

The Red-Silk Betrothal

At a masked feast in Naples, a bride hears her dead father’s voice through the music. He is the Baron in Crimson, a wight escaped from Ferrante’s gallery with his binding seal still intact. He has come to prevent her marriage to a lord tied to the Angevin claimants, but a rival courtier is hunting him before he can expose the conspiracy that killed him. Ferrante offers the adventurers gold to bring the baron back before dawn. They may return a dangerous undead prisoner to his alcove, break the seal and risk his revenge, or obtain testimony that could ruin the betrothal and destabilise the prince’s alliances. The bride has her own plans; she need not trust either her father or her intended husband.

The Prince’s Dinner

Ferrante hosts a feast, then leads the party to the Black-Lipped Notary. He demands an account of a murdered envoy. The undead names a person the party trusts, but privately whispers that Ferrante suppressed a second name. A witness must be protected before the prince can permanently silence him.

The Book of Names

A cleric discovers a familiar family crest among the dead. The keeper’s register could reveal how dozens of people vanished, but stealing it risks freeing hostile prisoners and provoking Ferrante’s household guards. The adventurers must decide whether evidence, release or vengeance is worth the danger.

Game Statistics

Ferrante of Naples

Medium Humanoid (Human), Lawful Evil

Armor Class 18 (breastplate, shield); Initiative +2 (12); Hit Points 75 (10d8 + 30); Speed 30 ft.

STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+3)16 (+3)15 (+2)18 (+4)

Skills History +5, Insight +4, Intimidation +6, Persuasion +6; Senses Passive Perception 12; Languages Italian, French, Latin; Challenge 2 (450 XP; PB +2).

Traits

Political Connections. Ferrante can call on actual courtiers, guards or creditors he has cultivated, but none appear or act without a plausible opportunity to receive and obey his message. Master of the Still Court. Ferrante’s signet authorises directions to the undead bound under the keeper’s existing seals; he cannot create undead or automatically control unbound creatures.

Actions

Multiattack. Ferrante makes two Longsword attacks.

Longsword. Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) Slashing damage.

Issue Orders (Recharge 5–6). One willing ally within 30 feet that can hear Ferrante can use its Reaction to move up to half its Speed without provoking Opportunity Attacks.

Still Court encounter: Use ordinary Skeleton and Zombie statistics for lesser attendants, a Wight for the Baron in Crimson and a Mummy for the Notary. Treat them as separate combatants with their own challenge ratings. Their standing orders are story constraints, not an additional attack or spell. Breaking a wax seal ends only that creature’s compulsion; it does not make the undead friendly. Turning, negotiation and recovering the keeper’s register are valid alternatives to combat.

Ferrante of Naples

Medium humanoid (human), lawful evil

Armor Class 18 (breastplate, shield); Hit Points 75 (10d8 + 30); Speed 30 ft.

STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+3)16 (+3)15 (+2)18 (+4)

Skills History +5, Insight +4, Intimidation +6, Persuasion +6; Senses passive Perception 12; Languages Italian, French, Latin; Challenge 2 (450 XP).

Traits

Political Connections. Ferrante can secure an introduction through a known contact when the situation and travel time make it possible. Still Court Signet. His signet identifies him to undead already bound by his keeper’s rituals. This is not the animate dead spell and cannot control an unbound creature.

Actions

Multiattack. Ferrante makes two longsword attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Issue Orders (Recharge 5–6). One willing creature within 30 feet that hears Ferrante uses its reaction to move up to half its speed without provoking opportunity attacks.

Still Court encounter: Lesser attendants use skeleton and zombie statistics, the Baron uses a wight and the Notary a mummy. Treat each as its own monster and assign XP accordingly. Turning undead and other existing rules work normally. The keeper’s broken seals end a servant’s standing orders but do not alter its alignment or allegiance.

Ferrante of Naples — CR 6

XP 2,400; human aristocrat 8; LE Medium humanoid (human).

Init +5; Senses Perception +12.

DEFENSE

AC 19, touch 11, flat-footed 18; hp 44 (8d8+8); Fort +3, Ref +3, Will +9.

OFFENSE

Speed 20 ft.; Melee longsword +9/+4 (1d8+2/19–20).

STATISTICS

Str 14, Dex 12, Con 12, Int 14, Wis 12, Cha 16; Base Atk +6; CMB +8; CMD 19.

Feats Improved Initiative, Iron Will, Persuasive, Skill Focus (Sense Motive), Weapon Focus (longsword); Skills Appraise +13, Bluff +14, Diplomacy +16, Intimidate +16, Knowledge (nobility) +13, Perception +12, Sense Motive +15; Languages Italian, French, Latin; Gear breastplate, heavy shield, longsword and signet.

Still Court: Use a human skeleton and human zombie for lesser attendants, a wight (CR 3) for the Baron and a mummy (CR 5) for the Notary. Each retains its normal creature abilities. The keeper’s seal is a plot binding restricting movement until broken, not a new combat power; positive-energy channeling and other anti-undead effects function normally.

Ferrante of Naples — CR 7

LE male human aristocrat 8; Medium humanoid (human). Hit Dice 8d8 + 8 (44 hp); Initiative +5; Speed 20 ft. (4 squares).

Armor Class 18 (+1 Dex, +5 breastplate, +2 heavy shield), touch 11, flat-footed 17; Base Attack/Grapple +6/+8; Attack longsword +9 melee (1d8+2/19–20); Full Attack longsword +9/+4 melee (1d8+2/19–20); Space/Reach 5 ft./5 ft.

Special Attacks —; Special Qualities aristocratic standing and Still Court access (story effects only); Saves Fort +3, Ref +3, Will +9; Abilities Str 14, Dex 12, Con 12, Int 14, Wis 12, Cha 16.

Skills Bluff +14, Diplomacy +22, Intimidate +16, Knowledge (nobility) +13, Sense Motive +14; Feats Improved Initiative, Iron Will, Negotiator, Weapon Focus (longsword); Senses Listen +1, Spot +1; Languages Italian, French, Latin; Environment Kingdom of Naples; Organization solitary or with household guards; Treasure noble equipment; Advancement by character class; Possessions breastplate, heavy shield, longsword, signet.

Still Court: Lesser attendants use human skeleton and commoner zombie statistics, the Baron uses a wight (CR 3), and the Notary uses a mummy (CR 5). These opponents are separate from Ferrante’s aristocrat stat block and are affected by turning normally. A freed undead chooses its own next actions.

Running Ferrante

Ferrante opens with a bargain, then a demonstration of political leverage. Only a trusted guest is shown the gallery, and only someone he means to intimidate is made to hear a captive dead man testify. His power depends on courtiers, guards, money, documents, and the undead under the keeper’s control. He may be defeated by exposing the gallery, stealing the register or obtaining a single witness without ever drawing steel against the prince.

A low-level party can encounter one lesser servant and discover the truth. More experienced adventurers may confront the Baron; a powerful party could face the Notary and multiple attendants. Keep exits and negotiated resolutions available. If the undead break free, the result is a dangerous political crisis, not an automatic victory for the heroes.

Historical Sources and Inspiration

Ferrante was Duke of Calabria and acknowledged heir before becoming King Ferdinand I of Naples in 1458; he married Isabella of Chiaromonte in 1445. Later accounts accused him of displaying the preserved bodies of enemies. The famous allegation derives partly from politically hostile testimony and is not an established archaeological fact. The Still Court’s animated corpses, its keeper and its 1454 existence are fictional.

Historical background: Treccani — Ferdinando I; Bremenkamp, Renaissance historiography and the Aragonese kings. Game material and encounters are original adaptations; consult the relevant game edition’s monster entries for standard undead statistics.

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top