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D&D 5E Everything We Know About The Ravenloft Book

Here is a list of everything we know so far about the upcoming Van Richten's Guide to Ravenloft. Art by Paul Scott Canavan May 18th, 256 pages 30 domains (with 30 villainous darklords) Barovia (Strahd), Dementlieu (twisted fairly tales), Lamordia (flesh golem), Falkovnia (zombies), Kalakeri (Indian folklore, dark rainforests), Valachan (hunting PCs for sport), Lamordia (mad science) NPCs...

Here is a list of everything we know so far about the upcoming Van Richten's Guide to Ravenloft.

rav_art.jpg

Art by Paul Scott Canavan​
  • May 18th, 256 pages
  • 30 domains (with 30 villainous darklords)
  • Barovia (Strahd), Dementlieu (twisted fairly tales), Lamordia (flesh golem), Falkovnia (zombies), Kalakeri (Indian folklore, dark rainforests), Valachan (hunting PCs for sport), Lamordia (mad science)
  • NPCs include Esmerelda de’Avenir, Weathermay-Foxgrove twins, traveling detective Alanik Ray.
  • Large section on setting safe boundaries.
  • Dark Gifts are character traits with a cost.
  • College of Spirits (bard storytellers who manipulate spirits of folklore) and Undead Patron (warlock) subclasses.
  • Dhampir, Reborn, and Hexblood lineages.
  • Cultural consultants used.
  • Fresh take on Vistani.
  • 40 pages of monsters. Also nautical monsters in Sea of Sorrows.
  • 20 page adventure called The House of Lament - haunted house, spirits, seances.




 

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It was also just... a bad experience. Assist Vecna or Assist Kas there is no other choice, was the name of the game, and it got heavy handed with the railroading

Isn't this an argument for a core? If you were on the core, and the GM wasn't railroady, you would have had more potential adventure hooks to pursue, more places to go.
 

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Chaosmancer

Legend
As a note, it is incredibly difficult to respond when you chop up a single post into three different sections, then respond to them out of order.


The lord of Falkovnia is based on Vlad the Impaler. With any genre there is going to be blending of flavors, and there is definitely room for the kind of horror you found in Falkovnia. This kind of horror was like the opening to the 92 Dracula movie. That combined with the way it handled demi-humans, made it a great backdrop for all kinds of horror adventures. It was one of the most popular domains for a reason: it worked.

Nothing you are describing is "military dictatorship" though. Vlad the Impaler leaving the corpses of his enemies impaled as a warning is a type of horror, yes, but you can't get that across by saying "they live in a military dictatorship ruled by endless war".

That is like saying "they live in a capitalist society" to describe mega-corps that literally own and sell every aspect of a person's life, making you either a cog in the machine or invisible trash.

This might be part of the problem, you are assuming I know what you are talking about so summarizing away the parts that make this different. "War" is not the kind of horror you are now talking about. Now you are talking about body horror and torture. Very different.


Two points about this: one the classic ravenloft still gave you tools for closing the domain and entrapping the pcs. If you needed to prevent escape, or needed to entrap the pcs in some way: you could. Nothing at all was stopping you. Making them disconnected islands doesn't make that easier to do (because even core domains could close their borders).

The second point is, a little complex. Yes domain lords can't leave their domains, but some domains are not bound by simple geography. Some have whole rivers, oceans or roads as their domain (stretching over many domains). Some have domains that can appear anywhere. So there are domain lords who can come after you. Also, domain lords can't chase you, but their minions can. One benefit of a connected core, is domain lords can send their minions over the border for all kinds of things. Finally, Ravenloft isn't really just about fighting with domain lords. There are so many other types of opponents to face.

Sure there are other foes, but that doesn't change the fact that the Domain Lords are the major draw.

And, now I am even more confused. There is a domain lord whose realm was an entire ocean? Why not... have that be the ocean the other domains are in? Also, their minions can still chase you, using the same exact ways the PCs leave.

Yeah, if it is teleport in, teleport out, then that doesn't work. But if you are following a route to get from one island to the next, then the enemy can do the exact same thing. You have lost nothing, anything the PCs can do, the Minions can do too.

And as I stated in a different post. The problem with making it about closing the borders if the amount of attention that requires or implies. While making them islands allows it to be much more subtle or bad luck. It is kind of the difference between someone sabotaging the car in a horror movie, and the car just breaking down on its own. The appearance of it simply being bad luck makes it less intrusive.


Sure if you are just passing through. But because the core is connected, the whole point is players start developing connections to different places. If they are based out of Falkovnia, that stuff is going to matter more (in some campaigns those dead comrades could be their fellow PCs). But it is also not something they are just going to watch passively. An army of undead isn't scenery, it is a threat. Sure players might be jaded and less scared of that, especially if the GM isn't building atmosphere: but that is true of anything horrifying that people have seen before. That is why so much of the advice on achieving horror is important. And overtime you develop a sense of how to maintain horror. Definitely having features in a setting like an endless war where the dead rise and march back on their homeland can be useful toward that end. Doesn't have to be though. If it doesn't resonate with you, then you don't use. I always found different things in Ravenloft resonated with different GMs. I always found stuff like the Kartakan Inn and lycanthropy particular fruitful for my campaigns. For some people Falkovnia will register for others it won't. If your like me, you ignored it for a while until you found a cool way to make use of it (I ended up running several very successful campaigns set in Falkovnia).


See, but you are agreeing with exactly my point.

Falkovnia is scary and horrific when you are part of it. If this place is your home base, then you are living there, and that makes a massive difference, where if you are just passing through... yeah, it is terrible, but it isn't really horror. That army of the undead is just scenery, because you are just passing through and you want nothing to do with it.

But, if you start setting down roots, you have changed the whole game, and that was my point. As an outsider, the place isn't horrific in the way that some of the other concepts seemed to be. But, then again, you seem to be assuming a lot of details that I've got no idea about, but from what you described, it isn't horrific to the group passing through it to some other terrible place.


Classic Ravenloft wasn't 30 stories of humans are the real monsters. And the old domains were far from boring, I promise you. Everyone has different taste of course, but I thought the domains were plenty entertaining and gameable.

Which is great for you, but when you claim we are "ignoring the trope" when we've got so few details, and a lot of those six settings described are exactly what you seem to want in terms of it being humans that are the worst, then I'm not sure what you want.
 

And I think that is compounded by the constant answer as well of all problems being solved because the Dark Powers enforce the status quo to keep the punishments cycling for all eternity. Yes, that is what they do, but the more blatant and the more often you need to reference them, the less effective they are.
But having individual islands of terror (which basically all that is being done here to the domains) is just as ham fisted and obvious, and dull over time. If every place I go is an island I have to escape from: that premise will bore me to tears eventually. My whole point about the mists earlier, and about entrapment in general, is these are things you should use sparingly, not all the time. Structuring the campaign setting so that is destined to happen at every location, frankly seems like a horrible idea to me.
 

Nothing you are describing is "military dictatorship" though. Vlad the Impaler leaving the corpses of his enemies impaled as a warning is a type of horror, yes, but you can't get that across by saying "they live in a military dictatorship ruled by endless war".

That is like saying "they live in a capitalist society" to describe mega-corps that literally own and sell every aspect of a person's life, making you either a cog in the machine or invisible trash.

This might be part of the problem, you are assuming I know what you are talking about so summarizing away the parts that make this different. "War" is not the kind of horror you are now talking about. Now you are talking about body horror and torture. Very different.
My point is they are blending Vlad the Impaler with the concept of a highly militarized domain. Personally I think that is a great backdrop for horror. Obviously if you just try to achieve that by saying "they live in a military dictatorship ruled by endless war" that isn't going to work. If, on the other hand, you run a political campaign (and Ravenloft lends itself well to politics) where they must survive being in Drakov's court or inner circle --I ran something like this once---it can be truly terrifying. And there plenty of other concepts that can work in Falkovnia for horror adventures. My advice is read the entry on Falkovnia from domains of dread or black box. If you like it, you like it. If you don't, you don't. All I can do is report my reaction to it to you, and I think it is a pretty good domain.
 

Chaosmancer

Legend
You are presuming that only Dark Lords can be the enemy in Ravenloft not true. And yes, as pointed out, this may be a situation in which you could utilise closing the border. But again, it isn't in Strahd's personality to want to pursue you anyway. Strahd is your enemy because you have blundered in his domain. He's not going to run after you. Another vampire might, however.

Like I told Bedrock, sure there are other threats, but they aren't the highlights of the setting. If I just wanted to run "tracked and pursued by a vampire" I could do that anywhere. you go to Ravenloft for the stories involving the Dark Lords.

And, if Strahd is only your enemy because you stepped on his turf, and you live in a continent where everyone is perfectly capable of just going somewhere else... then unless you have specifically crafted a scenario where they must go to Barovia, they just leave and don't deal with Strahd.

And if you have to force them together anyways, why is it so different if they can walk across the border versus get on a boat?

A relative we've never seen nor heard of before. (Despite Vlad having a huge family they didn't bother to use any of them) Again, Falkovnia in name only. Might as well cut the leash and go for full originality. (Or just use Souragne...since it already is the Zombie domain)

None of that matters to me.

Who says your PCs aren't involved in the war. Part of a setting is actually having your characters be tied to it in someway. Honestly, so many of these bad interpretations are a result of treating the setting as a "weekend in hell" trip.

Which again, was my point.

If you travel through a land where you are hunted as cattle for vampires to feed upon, that is horrific. If you travel through a land where the army is constantly marching to an endless war... it is terrible, but the impact is lessened.

Sure, if you live there, that is different, but then that changes everything, doesn't it? And most of the point of these places is that you weren't born in the Dread Domain.

But that's the thing. That's not what the realm is. The people who live in it don't know they are surrounded by monsters. They just see their home.

So is the "real" Ravenloft when you play the people who don't know what the world is truly like? That is a vast difference from every portrayal I've ever heard people talk about. And if that is the point, if the point of Ravenloft games is to play the peasants who didn't know what truly lurked in the shadows, then that is a much different version and it can work.

Then the war nation is horrific, because you are one of those soldiers, these are your people. That has huge weight. But if you are just traveling through, then it doesn't have that weight.

There are domains covering everything under the sun, there is not 30 domains of the same type or whatever strawman you're trying to summon. Falkovnia focus on the cruelty and horror of evil men, for, as you say diversity. There already is a zombie realm - Souragne. I don't see a reason to have Falkovnia copy that and lose its own unique identity.

I'm not doing a strawman. Bedrock said we were ignoring the trope of "man is the real monster" and in the new book, there are 30 domains. And we've been presented with 6 of them. And... it sounds like at least three of those will follow that trope.

So, I had to ask, is 50% not enough? Does it have to be every domain?

It seems the answer is no, but then why are we saying they are moving away from the trope that they are clearly using a lot?
 

Sure there are other foes, but that doesn't change the fact that the Domain Lords are the major draw.

And, now I am even more confused. There is a domain lord whose realm was an entire ocean? Why not... have that be the ocean the other domains are in? Also, their minions can still chase you, using the same exact ways the PCs leave.

Yeah, if it is teleport in, teleport out, then that doesn't work. But if you are following a route to get from one island to the next, then the enemy can do the exact same thing. You have lost nothing, anything the PCs can do, the Minions can do too.

And as I stated in a different post. The problem with making it about closing the borders if the amount of attention that requires or implies. While making them islands allows it to be much more subtle or bad luck. It is kind of the difference between someone sabotaging the car in a horror movie, and the car just breaking down on its own. The appearance of it simply being bad luck makes it less intrusive.

The domain lords are an important part of the setting. They are not the main of adventuring in ravenloft. Anyone who ran Ravenloft back in the day, understands you can't just have the players going around killing domain lords and fighting domain lords all the time. You need other things going on. Obviously the domain lords are important.

There were other domains in that ocean eventually. But I think part of the problem here is you are going on second hand accounts.

This is a map of the core from the black boxed set: Google Image Result for https://i.pinimg.com/originals/be/11/78/be11786b3d500c7f345f5ad9e03f4237.jpg
This is a map of the islands of terror from the black boxed set (these became much more numerous over time): Google Image Result for https://newbiedm.files.wordpress.com/2010/10/dsc08138-e1286599735671.jpg

This is a map of ravenloft from the red box (post grand conjunction): Google Image Result for https://external-preview.redd.it/lgiuez1OGI84xJepyCVBqEaWBQLVvyd8tr8wFWmEgWE.jpg?auto=webp&s=e1535afb065cabae85a0658c677215d83848e95d

Just to give a sense of it. The islands of terror are in the mists, and they are not all literal islands (many are not surrounded by bodies of water but have misty borders around them).

On the subtlety thing: there is nothing subtle about having every adventure take place in an individual island of terror that you can't easily escape from.
 

Chaosmancer

Legend
Traditionally, the Dark Lord can close the domain (except in very rare situations), making it impossible for a person to leave for exactly that reason. Plus, there are plenty of monsters that aren't DLs--and most of the DLs have enough clout that they can send minions after you.

Sure, but like I said in a few other responses, them having to actively close the border is too... overt. It is literally setting up that conflict where you have to deal with the Dark Lord, which sort of undercuts the other answer, which is there are other threats.

Sure there are other threats, but you don't play something like Ravenloft for Generic Vampire #56, you play for Strahd, for Soth, for these big dramatic figures. And if they can send minions overland, then they can send them on whatever sea route you take as well.

As mentioned by QuentinGeorge, Drakov is only partially Tepes--he's a whole lotta Hitler, too. While he mostly discriminates against non-humans and Vistani--by which I mean, rounding up and enslaving--there were strong suggestions in the Gazetteer that he also went after humans who weren't fantasy-aryan enough and that he gave his soldiers carte blanche to attack, steal from, rape, or kill anyone they chose (at least, among the poorer peasants). Plus, there are his various ministries, which do all sorts of fun stuff for the war effort. Like human experimentation.

When it comes to monsters, there's pretty much just vampyrs and kobolds, and the kobolds have only ever been mentioned in passing, like in encounter lists, so I have no idea what they're doing.

So there is actually a lot of horror in Falkovnia that can affect the PCs... but it's mostly the kind of horror that would get a writeup on r/rpghorrorstories, not the fun kind of horror.

See, and that is part of the problem I realized while responding to Bedrock, they aren't describing what is there in a way that makes sense to me. "The Third Reich" is a very different aesthetic than "Military Dictatorship". Yeah, if that is the point of the domain, then the horror is there. Experimentation is always a huge driver of horror.

But, I also agree with you that really depicting that sort of horror of war isn't the type of thing most people would find fun. That also isn't the horror of zombies rising up to attack their former allies, which was the only example I saw given.
 

See, but you are agreeing with exactly my point.

Falkovnia is scary and horrific when you are part of it. If this place is your home base, then you are living there, and that makes a massive difference, where if you are just passing through... yeah, it is terrible, but it isn't really horror. That army of the undead is just scenery, because you are just passing through and you want nothing to do with it.

But, if you start setting down roots, you have changed the whole game, and that was my point. As an outsider, the place isn't horrific in the way that some of the other concepts seemed to be. But, then again, you seem to be assuming a lot of details that I've got no idea about, but from what you described, it isn't horrific to the group passing through it to some other terrible place.

All of this depends on what the campaign premise is. But regardless while adventuring in Ravenloft as outsiders, they are going to have to make connections with people and places, even if their only goal is escape or survival. And they are going to be responding to adventure hooks. I can honestly say I had zero problem getting my players to go on adventures in Falkovnia. Now, if an adventure hook sucked, or if an adventure premise was bad, they might disengage it, and I don't railroad so that is fine with me. But most of the time, none of the issues you are talking about were at all a factor. The adventures happened, they were horror. It worked.

And armies of undead are horror if they are attacking you (which they can do even if you are just passing through).
 

Which is great for you, but when you claim we are "ignoring the trope" when we've got so few details, and a lot of those six settings described are exactly what you seem to want in terms of it being humans that are the worst, then I'm not sure what you want.

I am not really following how this connects to what I said
 

Sure there are other threats, but you don't play something like Ravenloft for Generic Vampire #56, you play for Strahd, for Soth, for these big dramatic figures. And if they can send minions overland, then they can send them on whatever sea route you take as well.

Again, I think this really needs to be restated: GMs were pretty discouraged from making their campaigns all about dark lords. And in practice making them about dark lords just wasn't the best thing because it got old so fast. The Van Richten books were very much about making the heart of play other monsters, and about making Generic Vampire #56 into a unique, fleshed out, compelling and difficult to defeat opponent (and this was just an elaboration of concepts laid out in the black boxed set). This is really important to understanding what made classic ravenloft work. If you reduce ravenloft to battles with dark lords, you really are missing out on what makes the setting tick.
 

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