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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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Certain historical figures are evil with few redeeming qualities, but a lot of them are more nuanced. That is why a lot of historians are rethinking "Ivan the Terrible" and going with the more accurate tranlastion of his title as "Ivan the Formidable", because history is usually complicated.

Dark Lords are also tragic and sympathetic villains. They do have redeeming qualities that might make us admire them. But when it comes to history, people draw on that in RPG settings for the resonance. I studied history in college as my major. Real history is very complicated and real world historical figures often much more nuanced, not easily reduced to black and white. Still there are stark examples we can point to and draw from when we want to make an impact. I don't think Drakov is commentary on the real world Vlad Tepes. It is just drawing off stuff that was floating around at the time. Despite interest in history and horror, I never got too into that history (I actually am more familiar with middle eastern history), so I leave the Vlad Tepes debate to others.
 

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I'd disagree and say what makes Ravenloft unique is the personal horror; the idea that the horror is after you specifically, for something you did or didn't do, whether its actually fair or not.

The Dark Lords are just the ultimate expression of that. But they're not the end-all and be-all of it. Nor does killing the Dark Lord end the horror, since it might revive, or a new horror would just be appointed in its place.

Also, even if the dark lords are important, when you reduce the setting to dark lords, and make it all about them, you make it very hard to have long ongoing campaigns. Campaigns centered around the dealing with and the killing of dark dark lords were notoriously repetitive. They really did get old fast. It was also a common misconception about ravenloft many Gms has to dispel (because people who ran weekends in hell would often just have it be one off against a domain lord). For short one shots, it might have made sense. For longer campaigns it really didn't. And there is so much more there to explore, so much more to how the horror works, than just the dark lords themselves. Dark lords, as you point out, are just the most obvious result of powers checks. But plenty of other denizens are similarly warped, wandering the setting and begging to be dealt with by PCs, who are not lords (because becoming a lord is just the last stage of failed powers checks, some people just become cursed monsters and never have a domain form around them). The powers check, in my view, is what really sets ravenloft apart from other settings. Committing evil deeds in ravenloft has consequences.
 

Remathilis

Legend
You mixed us up. I actually rather like the Island idea. It's an idea that's been floating around in my head for about a decade now, but I've always been too lazy to actually do something about it. Although I'd have more reliable Mistways and roads leading from one domain to the other. Mind you, roads wouldn't be entirely reliable either.

This is where I am, with the added element of possibly entering the Shadowfell itself once you pass a domain's borders.

For example, a group of adventurers attempt to leave Lamordia to get to Mordent. They reach the border of Lamordia, which is open because Adam is having a good day. To get to Mordent, they have two options.
1.) Enter the veil of Mists and arrive in the Shadowfell, which appears as a gloomy road along an even gloomier forest. They travel this road, which is bereft of other travelers, watch out for undead and shadowy monsters that prowl the roads. After X amount of time (days, weeks, hours?) they make it to another wall of Mist and enter Mordent. Of course, this is assuming the information they were given was accurate and the Dark Powers willing...
2.) They hire a guide (Vistani, Anchorites of Ezra, etc.) to use a mistway to bypass the shadowfell. This makes travel faster, but Mistways have their own special sort of dangers and finding a willing guide isn't always possible, nor are there mistways between every domain at any given time....

This doesn't also preclude OTHER options, like a mysterious railway that emerges from the mists to ferry travelers to other domains, for a price (in reality, perhaps its own transitive demi-domain?) or in a place like Mordent, you could hire a ship to sail the Sea of Sorrows to reach other island or coastal domains rather than brave the Shadowfell or Mistways (again, with its own unique dangers and horrors).

Travel remains possible, but more unreliable. Someone like Van Richten or other heroes could do it, as could some braver traders, merchants, and sailors. The Church of Ezra's unique connection to the Mists would be welcomed and it would explain its quick adoption via traveling missionaries. Likewise, the Vistani would be welcomed (if not openly) for the news and goods they bring from foreign lands.

All still possible, even without a mapped core.
 
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Remathilis

Legend
It was also a common misconception about ravenloft many Gms has to dispel (because people who ran weekends in hell would often just have it be one off against a domain lord).
It didn't help there was a large amount of Ravenloft modules that used that exact setup, creating the illusion that was the "proper" way to run Ravenloft if you were looking for guidance.
 

Chaosmancer

Legend
You mixed us up. I actually rather like the Island idea. It's an idea that's been floating around in my head for about a decade now, but I've always been too lazy to actually do something about it. Although I'd have more reliable Mistways and roads leading from one domain to the other. Mind you, roads wouldn't be entirely reliable either.

Sorry for mixing it up, These things seem to get crossed wires so easily in this thread.

OK, first off, the countries in the Core are culturally similar in the way European countries are culturally similar.

Mordent is basically the English countryside, complete with moors to stay off of, but with a teensy bit eldritch horror (in the form of Creepy Old Families That Died Out In Mysterious Circumstances). Dementlieu is Paris (specifically, Gay Paree, with lots of emphasis on The Arts and scholarly learning), and Richemulot is countryside France.

The writers at some point decided that Mordentish, the language, contains both "High Mordentish" (based on French) and "Low Mordentish" (based on Old English, I believe); the two are treated as a single language. Because of the French aspects of Mordentish, the writers decided that Dementlieu and Richemulot (and some other places) speak it as well. It might be worth mentioning that the Darklord of Dementlieu, Dominic d'Honaire, was born in Mordent, so it also makes sense he'd carry his language with him.

One of the native religions of Ravenloft, the Church of Ezra, has been spread throughout the Domains since late 2e. While the Church (which was only founded less than 200 years ago) has a singular focus, it has four major sects, each of which emphasizes separate things. The Dementlieu sect is True Neutral and scholarly while the Mordentish sect is Lawful Good and about redemption.

Lamordia is Mad Science Switzerland. Complete with neutrality; they're the only domain that has a nonaggression treaty with Falkovnia.

Zherisia was never actually part of the Core (it's a Cluster that contains a wasteland, the city of Paridon, and Timor, which is the sewers beneath Paridon), Paridon is based on London (and a bit of Paris, but in the Big City sense, not the cultural sense). Bleutspur didn't have a culture (eldritch wasteland above, mind flayers below), and the Nightmare Lands are a chaotic, fantasy Australian Aboriginal Dreamlands turned nightmare which don't also need to be a physical location.

Okay, some of that sounds interesting, but I think this is leading more into the second part below.

The Dark Powers both reward and punish evil (and the punishment is always worse than the reward is good). Some of these people are brought in from the outside, but others are home grown. Not everyone is turned into a Darklord. Some people are turned into monsters or suffer some other horrible curse for their deeds. In some cases, it's hard to tell if the person was punished by the Dark Powers or simply suffered the natural results of their own ill deeds.

The Dark Powers have never been statted out. We don't know what they are, what they want--even what their alignment is. We don't even know if they're a unified force.

Also, when they create a new Domain, they are literally creating a new Domain. They don't take bits from another Darklord's Domain. Except when Necropolis was formed, but that was a special case.

Some of this makes sense. The idea of them being basically a super karma of corruption and punishment for evil works really well. And the idea that this spreads beyond just the Lords, well I hadn't really heard that was the case, but I can see it in a way.

But here is the problem, I'm just smashing into. You said "Darklord of Dementlieu, Dominic d'Honaire, was born in Mordent."

I don't need to know the whole history of this guy, but let me run through the issue. Mordent was created to punish some other darklord. This Dominic guy starts doing evil things, then an entirely new place called Dementlieu springs up around him? It starts to feel like prisons are spinning off prisons. Especially since, the domain's reset. The Jackalwere sees his home destroyed, then it resets and happens all over again. The Egyptian guy sees his home destroyed, then it resets and happens all over again.Strahd tries to get his love, she dies, then it resets all over again. So... why have spin off dark lords? Why didn't this guy reset?

Sure, the Dark Powers are mysterious, but that seems odd to pull in people and entire places from across the multiverse, but to also just create new places when people in the places that already exist get too evil.
 

MGibster

Legend
You’re missing the point. The problem isn’t that Drakov is modeled after notorious historical figures. It’s that one of the figures he’s modeled after is still viewed as a national hero. You wouldn’t model a Dark Lord after like Andrew Jackson either, because while yes, he did some messed up stuff, he’s still beloved by many, and framing him as a villain worthy of eternal punishment would upset a sizable portion of your audience who thinks very highly of him.
I wouldn't have a problem with using Andrew Jackson as an inspiration for a servitor of the Reckoners in a game like Deadlands. He's certainly got a lot of traits that would make him a good villain but you can still see why so many of his contemporaries might have supported him. I get that Vlad is regarded as a national hero in Romania, but why should their interpretation have more value than those who consider him to be a villainous figure?
 

MGibster

Legend
A friend and I came up with an idea for them. Yes, they're totally human (or humanoid, because they did Found Family so nonhumans were possible). They just had access to some magic that most other people didn't have: magic of space and time.
I'm almost 100% positive the Vistani were just listed as humans in the original I-6 module. It wasn't until 2nd edition that someone got the bright idea of making them some sort of separate race and giving us the Half-Vistani character option.
 

Minigiant

Legend
Supporter
I don't need to know the whole history of this guy, but let me run through the issue. Mordent was created to punish some other darklord. This Dominic guy starts doing evil things, then an entirely new place called Dementlieu springs up around him? It starts to feel like prisons are spinning off prisons. Especially since, the domain's reset. The Jackalwere sees his home destroyed, then it resets and happens all over again. The Egyptian guy sees his home destroyed, then it resets and happens all over again.Strahd tries to get his love, she dies, then it resets all over again. So... why have spin off dark lords? Why didn't this guy reset?

Sure, the Dark Powers are mysterious, but that seems odd to pull in people and entire places from across the multiverse, but to also just create new places when people in the places that already exist get too evil.

Perhaps an area has two potential Darklords in it. So when the Dark Powers snatches an area for domaining, they end up putting a Darklord atop a future potential Darklord. Thenthey have to seperate them.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I wouldn't have a problem with using Andrew Jackson as an inspiration for a servitor of the Reckoners in a game like Deadlands. He's certainly got a lot of traits that would make him a good villain but you can still see why so many of his contemporaries might have supported him. I get that Vlad is regarded as a national hero in Romania, but why should their interpretation have more value than those who consider him to be a villainous figure?
I’m not going to weigh in on who’s interpretations of what historical figures should carry weight. I’m just saying, it’s a minefield, and one I can understand WotC wanting to avoid entirely by reimagining Falkovnia.
 

Chaosmancer

Legend
I don't think we are going to see eye to eye on this one. But why even set it up as an island in the first place, if just having it connect to adjacent domains effectively is the same? Trade and communication by water or by mists, ought to be different from trade by land, no? I mean, if you like the island premise, that is what you like. But what you are describing just seems like something I wouldn't be interested in. I liked having the core as a solid landmass of connected domains. I honestly don't understand why I even need to defend that preference.

I guess because you seemed to attack the idea of islands as a bad idea, but you haven't really given me any solid reason to understand why. Sure, trade and communication by water is different than trade or communication by land, but different isn't impossible. If the point is that you want Trade and Communication.. then you still have that with this new idea.

I don't think my responses have been confusing. I've responded to posts as I have seen them, and tried to address every criticism and point you've made. In one case I believe I responded out of order because of how I was cutting up the quotes (not particularly skilled at the quote feature here).

I'm sorry that you are struggling with the quoting feature, but that doesn't make this any less difficult to follow and respond to.

Look, if you don't find it horrifying you don't. I found Falkovnia plenty horrifying for the reasons I stated and others stated, and for the ways it was presented in the setting. One thing that was refreshing about it, was it was more about human horror and many of the other domains had more emphasis on monsters (which is fine, I like monsters). But with Falkovnia you could explore the horror and dread of being in an oppressive militarized domain. And like I have said several time, read the old descriptions for yourself. You will either find it works for horror or you won't. I can't really decide that for you.

Really, whether I do or do not does not change where this started. What was described in the second wave of these posts was far more horrifying than what was initially described. But, I think you all just included those details subconciously, while not realizing that simply stating "oppressive military zone" is so broad and doesn't cover a lot of horror territory. Those details you didn't add until later paint a far far different picture than the one I was initially given.

I don't think it was, and I was trying to answer your posts to the best of my ability. If you are unclear you can ask me for more information. But please don't make insulting posts like this towards me. It doesn't make me want to answer you with a measured and honest response (and I prefer to have cordial discussions not hostile ones). If we disagree, that's fine. But we don't have to insult one another. Calling my posts a 'useless vague description' is insulting.

I asked you what I said that was so offensive, because you responded with "don't put words in my mouth". Clearly indicating that I had no idea what part of my statement was "putting words in your mouth". I even gave broad examples of what I might have said that could have been the cause.

You responded by saying that... I put words in your mouth by saying you said things you didn't say. That is... vague, and tells me nothing about what I actually said. Since it can't lead to me understanding what was wrong, it is fairly useless. You might as well have said that you hated the dinner I made, then when I asked for more details just said you didn't like the dinner I made. I got that part, but in terms of me understanding what went wrong, I have no clue.

From posts far later, I'm guessing it was over the description of Falkovia, but that came much later in the discussion, so that is as much a guess as it is anything else.


This argument doesn't really make sense to me. I mean the Van Richten books, as I said, are part of the Ravenloft line. They are designed with the Ravenloft setting in mind. Can you use them in other settings? Sure, but in Ravenloft the mechanics and the setting material in the Van Richten books are a more perfect fit. Also, and this point keeps getting overlooked, the van richten books is an elaboration of tools and concepts presented in the black boxed set. Part of what makes Ravenloft work as a setting is that mechanically it does things differently than other settings. Spells work differently. Monsters work differently. Curses work differently. There are dark powers, and powers checks, which warp characters. These concepts are all carried into the van richten books. Now you can export those into other settings, but that isn't a sound argument against Ravenloft working as a horor setting because of its tools. I mean this discussion is very strange because people are asking me to defend why Ravenloft is good at horror. I say the setting and tools/mechanics. The responses are basically "the setting sucks" and "you can just export the tools" so your answer is wrong. I really don't know what to say to this particular argument. Its rhetorically interesting, but not persuasive at all.

Maybe it is because you are talking about the "Ravenloft Line" like it was all one piece of information? I mean, if I offer the point that Ravenloft is in large part defined by the gothic stories of the Dark Lords and their Domains, you counter by saying that Van Richten gave you the tools to make unique and powerful monsters and that those are the real draw of Ravenloft. But... Ravenloft =/= Van Richten Guides. Those are two separate things. If I was buying the Black Box, I don't get the Van Richten Guides, if I buy the Van Richten Guides, I don't get the Black Box.

To give a different example. If I said "I love Dragonlance because I can fight Dragons." then that is not a good reason to like the setting. It is very true and obvious that you can fight Dragons in other settings. If someone then said, "but if you get the Super Dragon Expansion of the Dragonlance line, you get to make really cool and epic dragons to fight." Then, wouldn't it be a fair counter to say "okay, that isn't an endorsement of Dragonlance, that is an endorsement of the Super Dragon Expansion."?

I guess my point is that every time you try and defend the setting, you reference this single expansion of tools, which to me sounds less like the setting was awesome, and more like that set of tools was awesome. Which is great, and they were designed for the setting, which I understand, but since the setting is supposed to stand on its own, isn't it a bit worrying that it sounds like if you tried to run Ravenloft without Van Richten's guides, you weren't running Ravenloft? Because that is the impression you have been leaving me with.

This seems like a really big quibble over language to me. Ravenloft was a line that evolved. There were ideas expressed in the Black Box Set that were more fully explored in the Van Richten books (the idea of how you customize individual monsters like vampires for example). So those ideas were present going back to the black box set, but the van richten books really illustrate how to do that. And my point overall is, the full nature of this line becomes clear by the time you have the black box set, feast of goblins and the van richten books coming out. I do also think the van richten books improved upon the core ideas because you kind of needed that elaboration to fully explore it. They also just offered clear blueprints for the kinds of adventures that would work well in Ravenloft. I guess what I am saying is, it is essential for understanding both what the line became, and also helps illuminate ideas and builds off ideas in the core boxed set (the core boxed set is great on its own, but I don't think you quite have fully baked Ravenloft in all its magnificence till you get some of the Van Richten books).

And here you are saying exactly what I was struggling with, Ravenloft is incomplete without Van Richten, but people didn't get a copy of Van Richten's Guides when they bought Ravenloft. So, we have to assume that a lot of people played and experienced Ravenloft without those books.

This could be why you have such a different view of the setting than other people I have talked to, because they didn't have those supplements, and you are treating the supplements as synonymous with the setting.


Ravenloft islands of terror are not like islands in the real world. The mists are a much more disruptive force to things like trade and cultural transmission. But also, even in the real world, being an island impacts trade, movement and communication. It still matters. If Europe were a big collection of islands, its history and cultures would be very, very different. You definitely want islands in a setting, but I think having a setting that is all islands is going to be jarring if you are striving for places that feel recognizable (it would be a pretty big thought experiment as worlds go, sort of like Earthsea I suppose. That might be interesting, but it isn't what Ravenloft was, and it isn't what I want from Ravenloft.

Of course it is different, but this new take on the setting might not be like the old Islands of Terror. And, maybe it won't be recognizable to you, but that doesn't mean it won't resonate with others.

I'm excited for this concept, it is unique beyond anything else I've seen and it is interesting. And it seems the major problem with it is that it isn't like it was 30 years ago.


Why doesn't it also make it harder if you want international politics? I am sorry but I am just not seeing this at all. And definitely still not a fan of the broken up core idea.

Because you can still have international politics between island nations, and we have done so on Earth for centuries?

I mean, if you want to make the "sea of mist" incredibly deadly and confusing and prevent its navigation, then go ahead, but if you don't I see zero reason that experienced captains couldn't navigate that sea and allow for the type of politics you want.

Dark Lords are also tragic and sympathetic villains. They do have redeeming qualities that might make us admire them. But when it comes to history, people draw on that in RPG settings for the resonance. I studied history in college as my major. Real history is very complicated and real world historical figures often much more nuanced, not easily reduced to black and white. Still there are stark examples we can point to and draw from when we want to make an impact. I don't think Drakov is commentary on the real world Vlad Tepes. It is just drawing off stuff that was floating around at the time. Despite interest in history and horror, I never got too into that history (I actually am more familiar with middle eastern history), so I leave the Vlad Tepes debate to others.

Nothing about that warlord from Falkovia seemed to indicate him as being sympathetic in anyway. And you kept insisting that he was inspired by Vlad and Hitler. That raises problems, and I think that was the only point being made.

Sure, we are going to draw from historical and mythological accounts, but I also think that claiming every vampire is somewhat based on Vlad is just... trying. Vampire lore predates Dracula by a bit. And even Dracula was so loosely based on Tepes as to be unconnected if you wanted it to be.
 

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